Well, I actually did some fun math on this. With A MOBA pricing structure, Evolve would have the worst content system ever. Basically, I took the League of Legends champion prices for characters, and team fortress 2 prices for cosmetics. Cross referencing this with other similar F2P games, these micro-transaction costs are about market standard (specifically for f2p games with characters/skins).
Basically that comes out to:
4.99 for each T1 T2 and T3 character or half a month of daily play per character
9.99 for each T4 T5 and Adaptation hunter or one month of daily grinding each
9.99 for Goliath, Kraken, and Wraith each or one month of daily grinding each
14.99 for behemoth, gorgon, meteor goliath, and elder kraken or a month and a half of daily grinding for each
4.99 for a hunter skin with no community events
7.50 for a monster skin with no community events
In return, the game would be free to play, and you’d have one random character of each class available to test per patch cycle.
So right now, to have everything, it is about $65 and you’re good to go (that’s base game, all character DLC, plus you end up with 102 skins). With a MOBA/F2P shooter formula, it would cost you either 27 months of playing every day (assuming a 50% win loss rate), or you’d have to pay $270 and have no skins other than default.
While I can make no official statement on the matter, I believe that by making the game pay to play, it gives more room for lower prices and easier support for future content since you know that everybody has to pay the same to fund development.
I’ve been doing a lot of content related calculations recently. I intend to make a post on it once I can verify some things hopefully in the near future.