Instead of the current fixed pricing for weapons and classes, which players simply can or cannot afford, change the pricing structure of everything to be individualized for each player, where prices would slowly lower based on that player’s time spent using a thing (more with DMG dealt, and much more for kills). Prices would decrease each time you use a thing and then also have a team shared price ‘markdown’ on any particular weapon or class when the average price for that thing for all of your team is low enough.
Disclaimer: Most of what I’ll propose is somewhat invisible to the player, they still just deal with available credits/evos and see price numbers.
The idea is that initially you would use free crappy classes at game’s start to get costly upgraded classes, which will be cheaper to get again (on subsequent visit to armory or next time you’re evolving (after you’ve died probably)). The ‘expensive’ classes and gear would be VERY costly initially (at game start), but low to mid range stuff might be VERY cheap to buy towards the middle and end of the match. Players will start to save money / retain more evos after some time, giving them the possibility to buy the more expensive stuff.
For humans, each type of weapon would be classified in the general branch of technology it stems from (incendiary, electrical, nuclear, quantum, mechanical, magnetic, w/e) - Use of any thing from a branch slightly lowers the price of other things in the same branch. For instance, any incendiary weapons use lowers the cost of all other incendiary weapons, with the more ‘expensive’ ones (good quality, not talking about price here) ones lowering it at a faster rate than use with any ‘cheaper’ ones (again, cheap as in low quality, not indicative of the price).
Using rifles quickly makes shotguns cheap enough to get… which quickly starts making flamer and then chaingun less expensive…Using psaw makes massdriver cheaper more slowly than using lasgun, etc…
In general this would allow players to specialize in what weapons they like to use, and stages as a team-wide limit on what can be bought can be removed.
Aliens would have a similar system regarding shared evolutionary traits…
Anyway, last big idea about this is that after a LONG while, things become free or cost next to nothing to use… at game’s end basilisk and shotguns would likely be free. For a VERY long game with VERY skilled players, you might have free marauders and free lasguns.
*Note: For theoretical 5+ hour long games, eventually even the tyrants and lcannons would be free… (just saying).
Next: How this applies to building…