balancing the credit system to get rid of a lot of problems
Balancing Star Wars Battlefront 2 Credit System
There are a lot of displeased players and gamers with the new Star Wars battlefront game. I like the concept of the game and the way it plays but there is no balance and especially in the way that you gather credits. I think this is the main problem that people have and that’s why they complain about the loot crates. You need to start promoting to be good. If I play well and get 15.000 score points, I get 355 credits and my friend gets 335 credits with only 7000 score, something is definitely wrong. That’s why my friend and I have come up with a way to balance the game and in a way that the loot crates for real money can still be part of the game. But it does not feel like pay to win anymore because within a reasonable amount of ingame time it is possible to get a crate. Now getting a crate takes a few hours which is way too long, so we propose some changes.
These credit rates are suggestions and may need further balancing. Our aim is to achieve a crate per hour for the average player who plays the objective. Players who perform well and are a huge help to the team should be rewarded accordingly and be able to get a crate less time. (Approximately 40 minutes.)
To compensate the higher amount of credits players will receive, heroes can be twice or triple as expensive as they are now. Also, the changes we propose will have room for the loot crates that people can buy with real money. But people that don’t want to pay still have the opportunity to get crates in a far less time. Additionally, we would like to propose is to double the amount of crates you get per dollar you spend. So 10 dollar should give you 10 crates and not 5, we think that by doing this you can even sell more crates while still keeping the other players happy. Players who don’t want to grind can spend some real money and the others gamers can get them by playing without giving the paying players an unfair advantage.
We want to give credits for three categories: Objective, Individual and Achievements per game.
Credits based on objective:
The first point we like to address is the credits that you receive from playing the objective. The amount of credits now is time based but it should be about how well your team performs.
In galactic assault and starfighter assault there are always 3 objectives so why don’t make the base credits that you get after a game be based on how well you perform in completing the objectives. We were thinking about something like this:
Attacking team base credits per match galactic/starfighter assault:
- Complete all three objectives and win the game: 500 Credits
- Complete the first two objectives and lose the game: 300 Credits
- Complete the first objective and lose the game: 150 Credits
- Complete zero objectives and lose the game: 75 Credits
Defending team base credits per match galactic/starfighter assault:
- Defend and win the game at the first objective: 500 Credits
- Defend and win the game at the second objective: 300 Credits
- Defend and win the game at the third objective: 150 Credits
- Fail to defend at all three objectives and lose the game: 75 Credits
With Heroes vs Villains you start with 10 lives each and the game ends when one team has no lives left. The winning team has X lives left and to promote defending your targeted teammate the winning team gets a bonus of 50 Credits for each life remaining. With an additional 100 Credits per match for all players.
Heroes vs Villains:
- Winning a match: 150 + 50*X Credits
- Losing a match: 150 Credits
Blast follows a similar model to Heroes vs Villains. Each team starts with 100 lives and the winning team has X lives left. The winning team gets some bonus credits for playing well with an additional 150 Credits per match for all players.
Blast:
- Winning a match: 150 + 5*X Credits
- Losing a match: 150 Credits
Strike is about attacking or defending the objective. The attacking team starts with 100 lives. The game ends with X lives left on the attacking team. We want to promote playing well so you get a bonus for the amount of lives left if you are attacking or the amount of lives you took while defending. With a base of 150 credits.
Strike:
- Attacking team: 150 + 10*X Credits
- Defending team: max(500 - 5*X , 150) Credits
Credits based on individual score:
The second part of the plan is that we want to add 5% of your score to the amount of credits you receive. This promotes playing good and playing to objective. And how it is balanced now is just not fair. The difference between somebody with 2000 score and 20.000 score is just too limited.
Individual credits for score:
- 5% of your individual score
- maybe less then 5% with for game modes where the average score is high per time spent.
Credits based on achievements per game:
The third part of the credits is about the best players. There are always 5 names in the end with highest objective score, longest killstreak, MVP etc. What we want to propose is to give each of these players 100 credits extra for every category that they won. So here you also promoting playing the best you can.
Examples:
A game of galactic assault:
attackers:
Bosk123456 has 17.000 score, team got all the objectives and wins 2 of the 5 categories. the player will receive 1550 credits after the game
Rey123 has 4500 score, team got all the objectives and wins 0 of the 5 categories. The player will receive 725 credits.
Defenders:
Darth789 has 8000 score, team lost all the objectives and wins 1 of the 5 categories. the player will receive 575 credits.
Han456 has 2000 score, team lost all the objectives and wins 0 of the 5 categories. The player will receive 175 credits.