Credit income vs starting

Credit income vs starting

Postby FunkOff » 20 May 2013, 02:45

It's been ~24 hours since I last played and I have 97 credits in GW, when I left I had around 13. This means I obtained well under 100 today from the default income. In the meantime, new characters start out with 200. If I died today in a defense, I'd get more credits total today than if I won. This seems silly. Starting credits are fine, but passive income should improve.
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Re: Credit income vs starting

Postby Ato0theJ » 20 May 2013, 04:25

Getting credits isn't hard. I've attacked 5 planets and defended a few less than that, but when nobody shows up for the fight you get free credits. Sadly, whenever I do get in a game it is against someone like Zock (1st game) or Voodoo (2nd game). I imagine I'm not the only one, I'm sure if someone who was playing for UEF and had 1000 rank went up against Zep they would have a shitty one sided game.

This is work in progress and the credit/balance system is obviously not where it should be ( it is in alpha after all and is pretty damn good compared to the other alphas I have been in. Hint: they were all total crap)
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Re: Credit income vs starting

Postby Anaryl » 20 May 2013, 22:07

I was talking about this in chat last night. It's a case of perverse incentives. It's even worse as an Australian, as other players are only sporadically online.

And if only players like Zock are earning the credits, the rest of us can't even die in defense to get a new avatar and thus more credits.

There's a couple of ways to approach the resources question, I don't think 'Credits' is quite the right way to go.
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Re: Credit income vs starting

Postby Ze_PilOt » 20 May 2013, 22:12

You can't judge that at this moment.

Not really any players, and barely any features implemented.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Credit income vs starting

Postby Anaryl » 20 May 2013, 22:16

Ze_PilOt wrote:You can't judge that at this moment.

Not really any players, and barely any features implemented.



Of course I can judge, I just did. The truth is I think I may have a much better idea...
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Re: Credit income vs starting

Postby FunkOff » 20 May 2013, 22:21

I think the problem is you simultaneously made attacking half as effective and made it cost twice as much. One nerf would have been plenty... before I had more credits than I knew what to do with, now I don't have two pennies to rub together.
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Re: Credit income vs starting

Postby Ze_PilOt » 20 May 2013, 22:35

It was intented. I don't want to reset the map every 3 days.

You are not supposed to really play for now. The map is 10 times smaller that it will be.
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Re: Credit income vs starting

Postby Anaryl » 20 May 2013, 22:53

I think we should have 3 resources/currencies.

We should have a mass equivalent - just spending bread and butter currency, for attacks and such
A ACU tech currency - just for permanent and temporary ACU upgrades and items
and a Planet upgrade currency - used forplanet/map based upgrades/items.

Just a rough idea. Probably need to sketch it out more.
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Re: Credit income vs starting

Postby Swkoll » 21 May 2013, 01:55

I think pilot knows what he is doing. I wouldn't judge any gameplay system until at least the beta.
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