I don't know how much of what was done in CoX will be done in CoT. However, I have seen enough to know that Influence will be the in-game currency.
Influence, while not an actual currency, is assumed to be as fungible as a currency and will be used as legal tender for all debts, so for all intents and purposes it is a currency. Having said that, however, I still don't want to divorce Influence from its lore-based roots. It is based on the concept of heroes and villians being able to peddle their influence in return for favors and things.
And that brings me to inspirations and enhancement salvage. I make all of the following statements based on these three assumptions:
- inspirations or something like it will be included in the game
- there will be an enhancement crafting system in the game
- enhancements can be crafted from things that drop from enemies
Rather than treating these as random drops, I propose that inspirations and enhancement salvage are generated by the interactions of the characters with their opponents.
Inspirations: For example, if a character gets below 10% hit points and does not get knocked out, he has learned something about himself, his limits, and what it takes to power on through adversity. And so the character is awarded a 'wakie' inspiration. If a character takes a critical hit, she learns the painful lesson not to expose her kidneys to that punch from behind again, and so she gets a defense inspiration. And so forth. To prevent gaming this too much, a proc rate of 1 inspiration per type per opponent would make sense.
Enhancement Salvage: Each mission you run would have a few optional challenges. If you complete a challenge, you are rewarded an enhancement or some enhancement salvage associated with it. For example, you start a mission and are given three challenges such as find the hidden cash boxes, defeat 3 opponents in a single attack, and use only melee attacks. The challenges are random each mission and some of them can be very very difficult or impossible to accomplish with your particular character build and some of them will be no problem at all. Skyforge does this and here is a link to the types of challenges that can be found in Skyforge missions: http://skyforge.wikia.com/wiki/Bonus_Objectives
The important thing here for CoT is that the challenge should be related to an enhancement or the salvage to make such an enhancement. For example, if you find the cash boxes, you get an enhancement that increases influence or drop rate, or a piece of salvage to build such an enhancement. If you succeed in defeat 3 opponents in a single attack, you get an enhacement for AoE attack power. If you succeed in using only melee attacks, it is an enhancement for melee damage. ...and so forth, so long as the enhancement is related to the challenge. This means that if you are a ranger and one of your challenges is the melee attack challenge, you can just ignore it and complete your mission without it, or maybe you can try it anyway and then put the enhancement on the market or give it to one of your alts.
The benefits of the challenges is that it will always give you some interesting playstyle options so as to diversify your playing experience. You can ignore them and perform perfectly well, especially if you have no interest in crafting.
The lore basis for the challenges and associated enhanceemnts is that by practicing behaviors, you improve at them. I think it makes sense and could really increase the fun and replayability of content.
I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.