That's am interesting idea imho, and a good solution to the problem. I don't think it'd be easy to implement though, since the game currently has no concept of blocks at all. The game doesn't know that INV, PLS and APC are connected, it treats each set as a single and totally separate entity. So your suggestion would require a framework that currently isn't there (although it probably will be implemented at some time). Another thing to consider is that we'd be programming a feature that wouldn't be part of the "ideal" game (since the ideal game would have >80 cards in every set), so programming such a workaround (as good as it is!) doesn't bring us closer to the "ideal" product. We'd be programming a feature that we'd then make obsolete by further development (i.e. continually adding cards to each set). Usually the devs have decided to spend their time on features that won't automatically obsolete themselves.Infyra wrote:Since its only possible to buy boosters of bigger sets, would it be an option to somehow include complete blocks in them?
Btw, if someone wants to add it, a slightly easier way to do it might be to specify one "fallback" set for each set, from which cards are chosen if the set itself has less than 80 cards. If every set falls back to its respective base set (i.e. PLS->INV and APC->INV), then we already have >80 cards for every set. We'd also have to decide what to do when the fallback set hasn't been unlocked yet (but we could fall back to the start set - currently 10E - in this case).
All in all, as I said, an interesting idea, but it might be just a bit too much trouble for a feature that would eventually get obsoleted.