With just a simple revision of some definitions of the bonus conditions, as well as C-Bill bonus adjustments and additions, match rewards can be equitable without nerfing the entire economy like like they currently have.
NOTE: This is just a focus on the combat aspect of the reward system in Assault matches. It's not taking into account the bonuses awarded for scouting, target assistance, and other support-role tasks.
Assault Rewards
Kill = This is awarded to the player that inflicted the most damage on an enemy mech before it was destroyed. The player gets credit for the kill on their stats (goodbye kill steals) and gets 5,000 C-Bills for being a badass.
Kill Assist = This is awarded to any player that contributes a certain percentage of the damage that destroys a mech (as it is now). The player gets credit for an assist on their stats and gets 2,500 C-Bills. That's a maximum bonus of 30,000 C-Bills per match for 12 assists.
Bonus Rewards
Killing Shot = This bonus is awarded to the player that fires the shot that takes the enemy mech down. The player gets credit for the kill on their stats, but only gets 2,500 C-BIlls. If the player is also the player that inflicted the most damage on the mech, they get the Kill bonus as well (7,500 C-Bills).
A simple adjustment like that would level out the rewards, without having to nerf the entire match reward system. This would also completely neutralize the issue of kill stealing, by allowing players to potentially share a kill.
Head Shot = Player destroys the mech by destroying the internal structure of its head. They receive the Killing Shot bonus, plus 2,500 C-Bills (5,000 C-Bills total). If they happen to be the player that caused the most damage to the mech, they also get the Kill bonus for a total of 10,000 C-Bills.
Edited by Bhael Fire, 09 August 2013 - 12:38 PM.