So it seems like the further you progress in galactic challenges the more of everything you get. Which essentially rewards players with larger galactic power who have the teams/mods/gl's/etc to finish all the tiers and punishes newer players by giving them less of everything. As opposed to just giving more of everything why don't you alter the rewards given based on how far they player is able or chooses to progress. If they don't get very far you could decrease the amount of end game focused materials like omicrons and mats needed to slice mods and increase the amount of credits/gear/ship building materials/character shards. You could do vice versa for players who do well who likely don't need the things that newer players need. Perhaps you could let us see ahead of time what each box would reward and players could choose based on what they need most which one they'd like to pursue. Just an idea.
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There are few situations where players interact when they have drastically different GPs, so players at different levels getting different rewards is generally ok.
The rewards gained by a "huge roster" are earned by building out a roster when there was less incentive to do so. Newer players have many options to develop in specific places and get more/better rewards for the effort.
Its and interesting idea, but they generally focus on event types dictating rewards and not selecting rewards from events. But still this is interesting.
They are unlikely to reverse scale rewards in any way, they have made an effort to help new players get going but we will always be within the system of resource management and pinch points and hills to get over.