Jump to content
Sign in to follow this  
amade

Game Economy: XP and Credit Rewards

4 comments in this topic

Recommended Posts

Senior Moderator
3,837 posts
2,602 battles

2YqqDJc.jpg

 

Some players have asked about how XP and Credits really work, so here's another game mechanic explanation taken and translated from an RU dev post concerning the topic specifically.

 

Before we go into the details, three important points should be kept in mind:

  • An online game is a constantly evolving project. The information in this article may be outdated. This particular article was originally written during version 0.4.0.2;
  • The developers will not disclose the exact figures for XP and credit rewards, as it is classified information;
  • The purpose of this article is to explain how and why players are awarded XP and credits. If anyone wishes to express their opinion about the economy, or suggest something, they can do it in a separate thread in the appropriate section of the forum.

 

Income

As most players would already know by now, Experience (XP) and Credits are the two main resources in World of Warships. Players can earn both for certain actions in battle (as well as performing other tasks outside of battle such as completing missions, but that is a separate topic).

 

Currently, these are the actions in battle that will reward players with XP and Credits:

  • Damage inflicted on enemy ships;
  • Destruction of enemy ships;
  • Destruction of enemy aircraft;
  • Base/Point capture and defense.

 

For now, no other actions in battle will award XP or credits. For all the previously listed actions, players will earn both resources, but in different proportions. From here onward, XP and Credits will be referred to as Rewards in this article.

 

Damage

Although it is an important element in the game, there is a large difference in hit points between different ship classes. For example, a destroyer may only have around 20,000 HP, while a battleship would have about 90,000 HP. However, it's not always easy to sink a destroyer despite their fragility as they are fast, nimble, and elusive. Similarly, sinking a battleship would require a lot of effort. A carrier might be thought of an easy target, but getting close enough to it is rarely a simple task. Given the characteristics of the game, the mechanism of issuing Rewards for damage is not based on "net damage" inflicted, but on the percentage of total hit points deducted from enemy ships.

 

In other words, taking off 50% of a cruiser's HP roughly equals to taking off 50% HP from a destroyer of a similar tier, even though the net damage inflicted on them may differ by a large amount. Hitting a ship with 5% HP left only once and killing it off would net less Reward than repeatedly shelling a ship and inflicting 80% of its HP in damage. Other aspects to take into account of:

  • Fire and flooding damage are counted;
  • HP restored by Repair Party are counted separately, i.e. if 15% HP worth of damage was inflicted, the Reward will still be awarded if the HP was fully restored by Repair Party;
  • Damage and critical damage to modules are not counted.

 

Destruction of enemy ships

While finishing off a low HP ship (sometimes referred to as "kill stealing") is ultimately benefits the team, the reward for it is relatively minor. Destroying a ship roughly equates to inflicting 15% HP worth of damage to the ship. If a player destroys the ship by inflicting 100% of the damage, the reward would be similar to inflicting 115% of the ship's HP in damage.

 

Destruction of enemy aircraft

Reward is given for every enemy aircraft shot down. In terms of Rewards, shooting down 40 aircraft of same tier to the player's ship roughly equals to sinking a same tier ship from 100%. However, there are a couple caveats:

  • Aircraft must be shot down from the air. No Reward is given for sinking an aircraft carrier with is aircraft complement still in its hangar;
  • Type of aircraft does not matter, only the tier influences the amount of Reward earned.

 

Tier difference

The reward for inflicting damage, destroying enemy ships and aircraft varies according to their tier. Reward coefficient is increased for damaging/destroying higher tier ships/aircraft while Reward coefficient is reduced against lower tier ships/aircraft.

 

Base/point capture and defense

Quite simply, the more capture points are contributed to the team the higher the Reward. The same goes for defense, the more capture points are deducted from the enemy the higher the Reward. Reward is also earned for blocking (sitting in cap to prevent enemy from capturing).

 

Other considerations

Rewards do not increase linearly based on the player's actions. E.g. sinking one Chester would earn a player a slice of cake. Sinking two Chesters brings the total to one slice plus a few more bites. Sinking three would be worth 2 slices.

 

Rewards scale up with the tiers. In general, tier Xs earn twice as much XP than tier Is. The difference is much larger in terms of credits. However, at the same time expenditures will also increase (which will be elaborated on later).

 

Finally, additional modifiers may apply to Rewards earned:

  • Winning a battle will multiply Rewards by x1.5;
  • An active Premium account will multiply Rewards by another x1.5;
  • Modifiers from first daily victory, signal flags and missions are summed together and applied to either XP, credits or both.

As an example, 1000 XP is awarded in battle, which is also the first victory of the day. The player has an active Premium account and mounted the signal flag Equal Speed Charlie London (+50% to XP) on the ship. The net XP earned will be:

XP earned x Victory modifier x Premium account modifier x (1 + First daily victory modifier + Signal flag modifier) = 1000 XP x 1.5 x 1.5 x (1 + 0.5 + 0.5) = 4500 XP.

 

Note: The base XP shown in the Team Score tab of the post battle results already take into account of the victory modifier (XP earned x victory modifier).

 

 

Expenditure

Naturally, sea battles are expensive. The player has to pay the costs for certain things after each battle. The economy is set up in a way that the cost of running a ship increases with its tier. At higher tiers, on average (and depending on the player's contribution in battle) the expenditure will eventually exceed the income, at least, without an active Premium account. The expenditures are:

  • Ammunition:
    • These include shells fire from the main armament, torpedoes launched, and aircraft shot down in the air. Shells fired from secondary guns do not incur any costs, as does firing anti-air guns (technically they don't fire any shells at all) or aircraft that is still in the carrier's hangar when it is sunk.
  • Repairs:
    • The repair cost is inversely proportionate to the amount of hit points remaining at the end of battle. Therefore, using Repair Party to restore HP before the end of battle would save up on repair costs.
  • Maintenance:
    • A fixed amount is charged each time the ship is brought into battle. The cost increases with tier, and is slightly higher for carriers than for other classes.

 

Other optional expenditures include:

  • Camouflage - Used once per battle. If auto-resupply is enabled, the full cost of reapplying it will be incurred after battle.
  • Consumables - Like camouflage, they are used once per battle. Premium consumables will incur resupply costs regardless of its usage in battle. Free consumables, as the name says, are free.

 

 

Future development

While the exact schedule and version is not yet certain, these features have been planned for the future:

  1. Implement additional Rewards for support roles. E.g. spotting enemy ships;
  2. Introduce penalties for excessively passive behavior in battle or simply AFK;
  3. ????
  4. PROFIT !!!111

 

 

Source/Reference:

http://forum.worldofwarships.ru/index.php?/topic/23366-о-боевой-экономике-игры

Share this post


Link to post
Share on other sites
Member
17 posts
1,383 battles

Thanks a good informative post. I would love to see how they calculate all this. One battle the service pack is 6k when the ship has been battled the crapola out of and then the next game the service pack is 36k and the ships not hardly a scratch.

Im talking about the farragut as an example the costs are like the sea pretty wavy...

 

thoughts?

Share this post


Link to post
Share on other sites
Beta Tester
37 posts
1,801 battles

repairs, this may be [content removed] but on my NoCal I notice that even if you arent damaged entire game, you still get charged 50k+ repair, what do they repair when youre not damaged?

 

Derogatory. Post edited.

 

~amade

Edited by amade

Share this post


Link to post
Share on other sites
Senior Moderator
3,837 posts
2,602 battles

repairs, this may be [content removed] but on my NoCal I notice that even if you arent damaged entire game, you still get charged 50k+ repair, what do they repair when youre not damaged?

 

 

 

 

Expenditure

Naturally, sea battles are expensive. The player has to pay the costs for certain things after each battle. The economy is set up in a way that the cost of running a ship increases with its tier. At higher tiers, on average (and depending on the player's contribution in battle) the expenditure will eventually exceed the income, at least, without an active Premium account. The expenditures are:

  • Ammunition:
    • These include shells fire from the main armament, torpedoes launched, and aircraft shot down in the air. Shells fired from secondary guns do not incur any costs, as does firing anti-air guns (technically they don't fire any shells at all) or aircraft that is still in the carrier's hangar when it is sunk.
  • Repairs:
    • The repair cost is inversely proportionate to the amount of hit points remaining at the end of battle. Therefore, using Repair Party to restore HP before the end of battle would save up on repair costs.
  • Maintenance:
    • A fixed amount is charged each time the ship is brought into battle. The cost increases with tier, and is slightly higher for carriers than for other classes.
 

 

 

Share this post


Link to post
Share on other sites
Sign in to follow this  

×