"3 feature proposals to fix FC Mobile's F2P economy (mockups inside)"
Been playing FC Mobile for a while now, and like a lot of us, I've felt the F2P grind get tougher — resources are harder to accumulate, top cards sit behind steep shard costs or high-value packs, and the market's been thin lately. Instead of just listing complaints, I wanted to put together something more useful: 3 concrete feature proposals, each designed so EA gains something too — new revenue, new engagement, or new goodwill — rather than just asking for a handout.
Full write-up with business case and implementation details:
Here's the 30-second version, with mockups attached below:
🏆 Club Legend Stats — a career-stats tab EA could ship cheaply, since they already log this data (see: the Man of the Match board, the "most used card" recap). Makes you attached to your cards instead of chasing every new meta drop.
💰 Private Tournaments with entry-fee prize pools — host a tournament, everyone stakes gems, winner takes the pot. Zero new currency enters the game (no inflation), but EA can take a rake on every pool — a new revenue line that costs them nothing to run.
⚽ Manual Penalty/Free-Kick Taker Selection — pick your own taker and see live stats before the shot, like console FC already lets you do. Zero economy risk, pure "EA actually listens" goodwill.
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Full proposal (problem statement, business case, technical feasibility, and implementation phasing for each) is linked above. Would genuinely love feedback from the community, and if anyone from the dev team sees this — happy to talk through any of it.