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New/modified Cbill Earning Table


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#1 Gryphorim

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Posted 29 July 2014 - 07:14 PM

So this is just a brainstorming of alternative earning mechanics of CBills, I figured I'd post this here to see what people thought of it.

https://www.dropbox....WO%20CBills.xls

Here's a preview.

Posted Image

In Summary, the above doesn't just reward damage and kills, but tries to allocate cbills for a range of roles among the team.

I've included multipliers for role, in the event that we gain an ability to select our intended role before a match somehow.

Also included is a "Soft R&R" Mechanic that offers multipliers for running the low-cost hardware, like SHS, STD Engines, etc. It also rewards for low damage to self and low ammo consumption, but these rewards, being multipliers, are proportional to contribution to team, hopefully curbing cbill farming.

A Note on the exact values: I guessed. This is all "bucket-science" here, in some fields, values need serious attention (eg: Time on Cap) Suggested value tweaks will be incorporated in future versions.

Let me know what you think

#2 El Bandito

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Posted 29 July 2014 - 08:45 PM

Seems C-Bill per damage ratio is too high. It is not very difficult to achieve 1000 damage (or 100K C-Bills) with the right setup and if you add in other bonuses, then the overall gain is higher than what we have now. I personally welcome more C-BIlls per match but PGI is not gonna like it.

Edited by El Bandito, 29 July 2014 - 08:45 PM.


#3 Gryphorim

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Posted 29 July 2014 - 09:00 PM

Yeah, I'll grant that a lot of these numbers are first-draft. I've only ever been able to achieve near-or-over 1000 damage on the rare occasion. On those occasions I felt I earned a better pay-packet than usual.

Having said that, there IS too much emphasis on damage-dealing and kills, and I'd welcome a change that rewards a "Mission-First" focus. Once I've got these numbers worked out, the plan is not to reward players more money than they currently get (excluding the equipment multipliers for running cheap), but to offer players more avenues to earn that average 100-150k per match (my rough average, I consider myself an average player.)

#4 Gryphorim

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Posted 29 July 2014 - 09:11 PM

I meant to include in the OP, an idea for having the C-Bills doled out as broken equipment, that could be repaired at reduced cost, or sold as scrap, leading to the same net value at end of match. Basically players have option to keep or trade in for CBill equivalence in end-of-match screen. Holds no meaning now, but would be relevant if Alternate weapon manufacturers and faction element of CW came in.

#5 Tyman4

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Posted 29 July 2014 - 11:17 PM

I don't know. when I take a dedicated defensive mech (kit fox 3 ams ecm narc tag) and a few people on my team have missles. I can easily bust 200, 000 c-bills and 2500 exp.

Now scouting seems to have basically no reward, so that I could see being buffed up a bit.

Tyman

And that is with ~150 damage :huh:

Edited by Tyman4, 29 July 2014 - 11:33 PM.


#6 Fiona Marshe

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Posted 30 July 2014 - 12:04 AM

Damage Dealt Direct needs to be 10%. You're reinforcing "bigger guns are better", which doesn't address the underlying economic issue.

#7 TB Freelancer

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Posted 30 July 2014 - 02:55 AM

View PostEl Bandito, on 29 July 2014 - 08:45 PM, said:

Seems C-Bill per damage ratio is too high. It is not very difficult to achieve 1000 damage (or 100K C-Bills) with the right setup and if you add in other bonuses, then the overall gain is higher than what we have now. I personally welcome more C-BIlls per match but PGI is not gonna like it.


I was making more per match on average before the 12 mans and playing more matches per hour.

PGI has done everything in its power to reduce cbills earned per hour over the last year, the 2 consumables per mech thing is another sideways attempt to drain earnings by creating a cbill sink.

I just don't see it happening either.

EDIT: I forgot to mention the "ready button", spawn point changes, longer wait times, turrets, and weapon changes that have given rise to ECM LL snipers that kite around maps for several minutes often to the last few seconds. All things that drive earnings per hour way down.

Maybe not all created solely to slow our earnings per hour down, but most certainly ignored. But man they were fast to gimp us when they delivered 12 mans telling us we were earning too much.

Edited by TB Freelancer, 30 July 2014 - 01:56 PM.






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