Make credit premium purchases scale with player level

Hepatox
53 posts Member
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?

Replies

  • Hepatox
    53 posts Member
    Options
    And yes, I know the brackets are redundant, I added them in to clarify the order of operations.
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