Getting a surplus of cards for your maxed out tier 7 traps is inevitable once you hit level 50+ or at least when you reach Rift Lord, and there is nothing more frustrating than getting nothing but excess cards from a single RL chest over and over. While I do find it understandable that this game uses an RNG system for its drops since it's F2P, I do feel that excess cards could be a feature that this game can use to appease the salt we players get when we get the short end of the RNG stick.
As the name suggests, the vault would be a feature in the game where excess cards for your t7 traps would automatically go to. Players could then use it to trade for missing cards that they need for the non-t7 traps that they have.
Of course, there would be some limitations on this feature for balancing issues.
1) There would be one vault for each trap rarity (1 vault for common trap cards, 1 vault for uncommon trap cards... and so on).
2) Excess trap cards can only be used for the traps that belong in the same rarity (e.g. excess common cards cannot be used to upgrade rare traps).
3) Excess trap cards can only be used for traps that a player already has (the daily trap deals is enough for yet to be acquired traps).
4) The exchange rate would be 3:1 (e.g. 30 uncommon trap cards to upgrade an uncommon trap that needs 10 cards).
5) A player can only use the excess cards that he has if it is enough to upgrade his non-t7 trap (e.g. a trap that needs 10 cards cannot be filled in with excess cards if the total number of cards in a player's vault is only 25).
My apologies if this feature or something similar has already been suggested before, but I do hope that the devs can do something about the excess trap cards that players get at high levels. I honestly do not think that giving traps another tier would be the solution to the excess cards problem. This would be a really nice complement to the daily deals that we get for traps that we still do not have.
Also, a similar suggestion can be used for the Parts in the game, wherein players can exchange Parts of the same type for Parts that they need with a bigger exchange ratio of course (4 unwanted coils:1 wanted coil).
After a handful amount of hours testing and figuring out formulas, @Wynardtage and I got to find how exactly the scores are calculated (well, with some margin of error but surprisingly accurate)
We created a spreadsheet where you can calculate your average combo from the stats of a match and another one that lets you calculate how high would you score by using a guessed average combo.
You can edit and change values of the calculators to test or see some results.
For the formulas:
Score by Combos:
Where an is the score of the n combo(the one you want to know the score of), a1 is the score of the combo reference (in this case x10), r is the increment of score between combos which is a ~50%
That's for a single minion, and all minions give the same score. So you would only need to multiply by number of minions.
Score by Wave Time:
120.000 - (Wave Clear Time * 1000)
120.000*Number Of Waves - (Match Time/Number of Waves * 1000)
Time Bonus Score:
(18.000 + 6000 * number of breaks) - (seconds lost * 100)
Coin bonus: 1 no spent coin = 1 score.
Total Score = Score by combos + Score by Wave Time + Time Bonus Score + Coins not spent