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[Sugg] Tweaking For Economy (Cb Earned Per Match, Nothing Else)


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#1 Spirit of the Wolf

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Posted 19 December 2012 - 01:20 AM

Alright, PGI, you're working on economy now! Yay, more fixes! (No sarcasm. Seriously, thanks for changing it, but... *see below*)

Alright, I appreciate making it more 'active participation' instead of 'sit on your collective @$$es', or 'farm like a boss', but this is what it was before:

75k loss
0k tie
100k win
(plus salvage and bonuses, if applicable)

Now, considering that I won more often than I lost, I was almost always getting at least 200k CB per match, with founders & premium time. Usually upwards of 250k. A few times I topped 300k, but that was very rare, and only just over. I've never gotten more than 310k. And yes, I did auto-repair. I didn't have auto-rearm turned on though, because I sometimes used missile mechs. Rarely, but if I forgot to turn it of, I could end up taking a hit of up to 90k. I don't like losing that much if I forget something, so I turned it off.


This is what it is now:
25k win
25k tie
25k loss
(plus salvage and bonuses, if applicable)

The tie thing is fine. Earning 0 for a tie before sucked. (Even though I've only had 3 ties since I started playing)
But 25k for a win or loss?

I have yet to get more than 225k in a single match. I almost never get more than 200k. This is including founders and premium.

There's something wrong here.

Here's a better idea:
25k for a win, plus 10k per enemy mech destroyed. (to the whole team, not the individual players who kill mechs.)
25k for a loss, plus 8k per enemy mech destroyed. (to the whole team, not the individual players who kill mechs.)

On a win by cap-race, with no kills per team, both teams get 25k.
On a win by cap after 4 kills each, the winning team gets 65k, and the losing team gets 57k.
On a win by destroying mechs, these are the best-case, and worst-case scenarios for the losing team:

Best case for losing team:
Winning team: 8 enemies killed -- 25k + 8*10k = 105k
Losing team: 7 enemies killed -- 25k + 7*8k = 81k

Worst case for losing team:
Winning team: 8 enemies killed -- 25k + 8*10k = 105k
Losing team: 0 enemies killed (you were owned) -- 25k + 0*8k = 25k

THAT rewards effort, and it makes games last longer. It promotes strategy. Who wants to win by a cap-race if they're only getting 25k? (in addition to the bonuses for capping being removed.) Nobody.
On the other hand, people will tend to want to keep trying to destroy the enemy mechs to get more credits.



And yes, I know PGI said they're just testing these values, and that they aren't set in stone. I'm giving them some feedback.

Edited by Spirit of the Wolf, 19 December 2012 - 01:24 AM.


#2 WiCkEd

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Posted 19 December 2012 - 02:03 AM

With no-more money going out for rearm/repair the system you're talking about will severely devalue the currency. As it stands grinders will still make a killing because values are guaranteed and not subject to fluctuations either before or in match. I do like your ideas with the c-bills and think they are great pending that rearm and repair cost are re-added and re-worked.

#3 Spirit of the Wolf

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Posted 19 December 2012 - 02:04 PM

Yeah, before I wrote this I didn't realize that repair & rearm had been removed entirely -- option, cost, everything. I thought that you were just automatically repaired & rearmed, and then that amount was deducted from whatever you had gained in the match.

With the system the way it is right now, everyone is basically running in trial mechs -- until they re-add R&R.

#4 WiCkEd

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Posted 19 December 2012 - 04:53 PM

Yes, with no maintenance cost at all they have effectively removed the "Mercenary" aspect of gameplay and completely devalued the currency.

#5 Spirit of the Wolf

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Posted 20 December 2012 - 05:49 PM

Hrm...
Also, this is the first thing that has made FF armor viable. Before, it was double the cost of standard armor per ton, and armor was the most expensive thing to repair on a mech (barring things like XL engines). Now, however, repair is free. Which makes FF viable.
So something good came out of this in addition to the reduction in farming.

#6 Aedensin

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Posted 20 December 2012 - 08:20 PM

I made a post earlier today suggesting that the base reward for winning be increased to at least 30k, its just stupid that you can possibly earn more for losing than for winning.

There's little to no incentive for pugs to put real effort into a win anymore.





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