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Revamp Micro-Upgrades Order of Payment


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Hi folks;

 

        I have had frustrations with my upgrades. Sometimes the first few are just too high for me to start my upgrades at that rank. Sometimes they are too little in comparison and should be evened out somewhat.

 

        Basically, I am suggesting that the amount of crystals required for upgrades in total should be kept. However, the first half of the upgrades should consistently increase by 9.5%, until they max out at upgrade 5/10, halfway.

 

The current system for Firebird M1 (according to the wiki) is that the upgrade amounts keep on increasing all the way from 100 to 18,820 crystals. The current order is as follows:

 

  1. 100
  2. 2180
  3. 4260
  4. 6340
  5. 8420
  6. 10,500
  7. 12,580
  8. 14,660
  9. 16,740
  10. 18,820

 

This adds up to 94, 600 crystals. Instead I suggest these 94, 600 crystals be broken up differently.

 

 

 

  1.  6403
  2.  7,011
  3.  7,642
  4.  8,368
  5.  17,876
  6.  17,876
  7.  8,368
  8.  7,642
  9.  7,011
  10. 6,403

 

Although now you have two 17,876; everything else is pretty equal. In this format the jumps of crystals are:

 

  1.  9.5%,

  2.  9.5%,

  3.  9.5%,

  4.  103%,

  5.  0%,

  6. -103%

  7.  -9.5%,

  8.  -9.5 %,

  9. -9.5%

    This percentage-wise, except for the 103% jump is a way better order. Still Tanki won’t lose a cent if micro-upgrades are restructured to be more like this. Tanki’s current system works like this:

    1. 2080%

    2. 95%

    3. 49%

    4. 32%

    5. 25%

    6. 20%

    7. 16%

    8. 14%

    9. 28%

 

Therefore, I suggest they be remodeled with a consistent rate of rise and decline. This is not specifically for Firebird M1. I suggest this system be implemented in all micro-upgradable items.

 

        If this is implemented it can’t apply in the current MU of that player since it would give certain players discounts, and make others lose crystals.

 

        Also, I might have made some minute errors in these walls of numbers, but since this is more of a general idea just demonstrated in one example, this suggestion is not limited to the margin of error.

 

 

 

Thank you effort in reading this, please leave your thoughts down below.

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Under review

 

I don't see how this is an improvement. You described the concept itself pretty well, but you also need to explain how it benefits the game.

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When there is a big jump in the prices, players are less likely to keep on upgrading. Also, players want to upgrade more at the beginning since its the first opportunity, and at the end, since they want the next modification. When the last few upgrades are the most crystals, this incentive doesn't apply, and they will wait it out a few weeks for discounts.

More upgrades mean less crystals in players pockets, which is good for the economy.

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The current system is really beneficial for F2P players. If you're low on crystals, getting as many upgrades as possible is pretty great. Plus, the last 3 or 4 upgrades that are really expensive can be done during sales.

 

Think about it. First, if the system is changed, you would only be able to afford 3 or 4 upgrades before you need to rack up your savings. Right now, you can keep upgrading 6 or 7 times consecutively, since the crystals earned in the upgrade period maintain your reserve.

Second, in order to avail the same discount as possible today, you would need many days of discounts. The upgrade period of most equipment is usually more than a day, so having only a few costly upgrades to do in sales helps a lot.

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I like the current system. First 7 MUs cost approximately 50% of a thing and the buy the rest in sales

 

So when I get to Captain / Hunter M2 on this account, I’ll happily pay 100K or whatever to get to M2/7 and wait. I don’t want to pay 100K to get to M2/5

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He means, the MUs after M1.5 are expensive.

He said the "first few MUs are expensive". Which made me think he meant the very first MUs on that modification.

 

And of course the second half of the MUs per modification are gonna be expensive, and it's one of the reasons why we have sales.

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The overall cost of the MU is the same has buying the next level. MU is a way to do it by one small step at the time.

It could have been a steady and equal amount of crystals for each step, but doing is progressively more expensive is kind of good too. It means the early steps are cheaper, so you can get quickly a strong equipment. Many players would be happy with this quick boost, especially if they bought a product kit.

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The current system is really beneficial for F2P players. If you're low on crystals, getting as many upgrades as possible is pretty great. Plus, the last 3 or 4 upgrades that are really expensive can be done during sales.

(BTW I am FTP)

If your goal is the M2, you usually have enough crystals on hand to complete the first few upgrades (3-4) even in my new system. This is enough of a boost to help you get some more crystals. Besides, players are more  motivated to get the first few as they just got that M1. The last few everyone just wants to get the next M2 already. If the middle two are the biggest, you can use sales to get through bigger chunks.

 

Second, in order to avail the same discount as possible today, you would need many days of discounts. The upgrade period of most equipment is usually more than a day, so having only a few costly upgrades to do in sales helps a lot.

For players to utilize discounts, you have a great argument that the current system is more friendly for players who only upgrade on discounted days.

But my way is still somewhat aligned with sales, as the middle two upgrades are significantly higher. In my example Firebird M1-M2, the first 3 upgrades are 21k which should be attainable. The next upgrade is 8,368 which you should need to save up for. The next two upgrades players can wait for a sale, as it is the bulk of the M2. Once the player does the next 1 or 2 upgrades, they will feel an urge to just get the next M2, and will play a bit more, open containers, focus on missions more, and likely will get them. So this is still attainable.

But the current system 21k gives you 5 MUs, 2 more. But now the next 5 are more or less unattainable without sales for a Free2Play, and the 'itch factor' doesn't give you enough for the last upgrade of 18k.

All in all, I'd say the current system is better for those using sales, while my suggested system is better for players who occasionally upgrade without waiting for a sale.

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I personally prefer the current system as I allows you to upgrade the first several steps without sales and SUs. Then you get to the last expensive steps you can upgrade all turrets once per sale.

 

Though I can see how some would prefer this system I feel like, if it aint broke dont fix it.

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Status changed to declined

The modifications update made MU prices pretty cheap overall, so this isn't at all necessary.

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