In my game, users can purchase controllable nuclear missiles that have an explosion with a blast radius of 100 studs, and a kill radius of 500 studs.
To prevent people from spamming these missiles (raising the price to purchase with in-game cash wasn’t enough), I have a cool down of 4:30 minutes.
I’m thinking of adding a feature where users can skip the 4:30 cooldown (and half the regen price) by purchasing a developer product to do so, however, I cannot figure out a decent price.
I’m trying to figure out a price, or prices depending on the amount of times you skip the cooldown, where the average user could skip the cooldown once or twice, and richer users could go spend more if they wanted to.
Currently, I’m thinking of a system that starts at 200 robux, increments at 100 for each cooldown skip, before capping at a total of 1,000 robux (a total of 9 cooldowns before).
Should I make it cheaper or more expensive, and should I have increments at all? Before adding this cooldown, nuke spamming was an issue; however, I want to add a monetization scheme that would add more robux revenue without being too p2w. I’ve asked my player base about this, and a lot of them were okay with the original pricing (starting at 250, increments of 250, capped at 1,250), while a lot of them also wanted it to be less (10-300 robux start, no increments.)