Credit costs are proportional to player level for most types of spending, the primary cost being leveling.
In order to keep credit pack prices competitive with other premium purchases I think credit packs output should raise proportional to player level. Balance it using the same exponential used to calculate leveling costs.
Eg: using the following variable definitions:
Credits= credits received.
Base = base output for credit packs. There needs to be a base amount as star upgrade costs are not proportional to player level.
Exp = the exponential used to calculate exp required to go up a level.
Level = player level.
X = credit value decided by EA statisticians to be multiplied by the exponential. Maybe the amount required to level 5 characters one level? Would depend upon the crystal cost of the pack.
Credits = Base + (X * Exp * Level)
Thoughts?
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