Post by Redfiend on Jun 24, 2021 1:41:15 GMT -5
So, with all of the talk about MA possibly monetizing even more heavily than it does, I wanted to run the numbers and totals in a non spreadsheet form to put some perspective on why they really don't need to go the same route as Pixonic. I mentioned that this game won't really need any MORE monetization because the base setup squeeze is comparable to Dash/Spectre era War Robots. They might mess with earnable payouts a bit more, but beyond that, I don't see them adding more layers of monetization. So here we go.
Upgrade costs:
Credits for all items:
1.1-1.7: 15,325
2.1-2.7: 64,250
3.1-3.7: 135,000
4.1-4.7: 265,000
5.1-5.7: 450,000
6.1-6.7: 1,735,000
So, from 1.1 to 5.7: 929,575
The final 7 levels: 1,735,000
Common items: 2,664,575
Uncommon items: 2,649,250
Rare items: 2,585,000
Exotic items: 2,450,000
Prototype items: 2,185,000
There are:
11 Common items: 29,310,325
10 Uncommon items: 26,492,500
11 Rare items: 28,435,000
8 Exotic items: 19,600,000
7 Prototype items: 15,295,000
That brings the total amount of credits to get all items in game to 6.7 to: 119,132,825
With the "best" exchange rates:
9K coins = 1M credits
$100= 1400 coins
The total Credit cost when converted to RM:
120,000,000 credits = 1,080,000 coins
1,080,000 coins = 78x 14000 coin bundles = $7,800
Alternatively, that's 900 grandmaster tournament 1st place wins.
Now for Rank ups to 6.1:
Light mechs:
Lancer: 10,850
MD: 10,750
Shadow: 10,000
Cheetah: 7,500
Total: 39,100
Medium mechs:
Juggernaut: 8175
Killshot: 8,100
Ares: 7,525
Zephyr: 5,650
Surge: 2,825
Brickhouse: 2,825
Total: 35,100
Heavy Mechs:
Paragon: 5,425
Panther: 5,375
Guardian: 5,000
Redox: 1,875
Total: 17,625
Total for ALL mechs: 91,875 A-coins.
91,875 coins at optimal exchange is: $700
Weapons: Rarity_EN cost (amount of weapons in category) : Coins to R6 (Single:all)
Common 2(3): 1,690 : 5,070
Common 4(3): 3,425 : 10,275
Common 6(2): 5,025 : 10,050
Common coin total: 25,395
Cash for coins total: $200
Uncommon 2(2): 1,675 : 3,350
Uncommon 4(2): 3,400 : 6,800
Uncommon 6(1): 4,975 : 4,975
Uncommon 8(1): 6,625 : 6,625
Uncommon 10(1): 4,150 : 4,150
Uncommon coin total: 25,900
Cash for coins total: $200
Rare 4(2): 3,200 : 6,400
Rare 6(2): 4,700 : 9,400
Rare 8(2): 6,250 : 12,500
Rare 10(1): 3,925 : 3,925
Rare 12(1): 4,700 : 4,700
Rare coin total: 36,925
Cash for coins: $300
Exotic 6(2): 3,750 : 7,500
Exotic 8(1): 5,000 : 5,000
Exotic 10(1): 3,150 : 3,150
Exotic 12(1): 3,750 : 3,750
Exotic 16(1): 5000 : 5000
Exotic coin total: 24, 400
Cash for coins: $200
Prototype 8(1): 2,500 : 2,500
Prototype 10(1): 1,575 : 1,575
Prototype 12(1): 1,875 : 1,875
Prototype 16(1): 2,500 : 2,500
Prototype coin total: 8,450
Cash for coins $60
Coin cost Items:
Panther: 275
Shadow: 1,275
Guardian: 975
Cheetah: 4,325
Surge: 9,375
Redox: 8,000
Plasma 2: 125
Javelin 6: 625
Rocket Mortar 8: 725
RM 10: 650
RM12: 675
Stasis 12: 2,825
Arc torrent 10: 2,675
Carbine 8: 8,275
Carbine 10: 7,250
Carbine 12: 7,500
Railgun 16: 8,275
Total coin cost for items obtained with coins: 63,825
Cash for coins: $500
-------------------------------------------------------------------------------
Total coin cost w/o credit factor: 276,770
Cash for coins: $2,000
Total coins with credit factor: $ 9,800
This is not even counting Blueprints, which are by far THE most expensive resource in the game. Later level blueprints can eat 4 digits worth of coins to skip to the next level.
---------------------------------------------------------------------------------
Going back to what was said with the AI tests. They were prepared for whales. They were NOT prepared for War Robots whales, that spend that kind of money every meta rotation in War Robots every 2-3 months.
Outside of tweaks to earnable resources and AI, I don't see them adding any more layers to monetization. Especially if new items remain released as exotic/prototype.
That being said, this is why my general advice is:
-Do not convert coins to credits unless everything in game is ranked up to 6.
-Don't rush anything, as organic credit gains and blueprint gains for leveling up are pretty on par with each other.
-Given the MONUMENTAL amount of total credits it will take to max everything, the 10 key crates are viable until all of the skins have been cleared from them. The only way to waste credits is to buy blueprints in the shop, as blueprints can drop for items that are already complete.
My advice for mid level progression is simply:
-Pick your core hangar
-Get the mechs and heavy weapons of that hangar to Rank 6.
-Outfit all of the best weapons for your hangar at all ranges (Tournament min/maxing)
-Unless you're going to clan battles, it's safe to leave weapons that come in pairs at 5.7 (No attribute or damage bonus for 6.1) and leaving second copy'd items at 6.1. The last 7 levels of credit/blueprint costs are higher than anything else, as all items require the rank up to 6 and the last 7 levels before max, regardless of what rank they start at.
Upgrade costs:
Credits for all items:
1.1-1.7: 15,325
2.1-2.7: 64,250
3.1-3.7: 135,000
4.1-4.7: 265,000
5.1-5.7: 450,000
6.1-6.7: 1,735,000
So, from 1.1 to 5.7: 929,575
The final 7 levels: 1,735,000
Common items: 2,664,575
Uncommon items: 2,649,250
Rare items: 2,585,000
Exotic items: 2,450,000
Prototype items: 2,185,000
There are:
11 Common items: 29,310,325
10 Uncommon items: 26,492,500
11 Rare items: 28,435,000
8 Exotic items: 19,600,000
7 Prototype items: 15,295,000
That brings the total amount of credits to get all items in game to 6.7 to: 119,132,825
With the "best" exchange rates:
9K coins = 1M credits
$100= 1400 coins
The total Credit cost when converted to RM:
120,000,000 credits = 1,080,000 coins
1,080,000 coins = 78x 14000 coin bundles = $7,800
Alternatively, that's 900 grandmaster tournament 1st place wins.
Now for Rank ups to 6.1:
Light mechs:
Lancer: 10,850
MD: 10,750
Shadow: 10,000
Cheetah: 7,500
Total: 39,100
Medium mechs:
Juggernaut: 8175
Killshot: 8,100
Ares: 7,525
Zephyr: 5,650
Surge: 2,825
Brickhouse: 2,825
Total: 35,100
Heavy Mechs:
Paragon: 5,425
Panther: 5,375
Guardian: 5,000
Redox: 1,875
Total: 17,625
Total for ALL mechs: 91,875 A-coins.
91,875 coins at optimal exchange is: $700
Weapons: Rarity_EN cost (amount of weapons in category) : Coins to R6 (Single:all)
Common 2(3): 1,690 : 5,070
Common 4(3): 3,425 : 10,275
Common 6(2): 5,025 : 10,050
Common coin total: 25,395
Cash for coins total: $200
Uncommon 2(2): 1,675 : 3,350
Uncommon 4(2): 3,400 : 6,800
Uncommon 6(1): 4,975 : 4,975
Uncommon 8(1): 6,625 : 6,625
Uncommon 10(1): 4,150 : 4,150
Uncommon coin total: 25,900
Cash for coins total: $200
Rare 4(2): 3,200 : 6,400
Rare 6(2): 4,700 : 9,400
Rare 8(2): 6,250 : 12,500
Rare 10(1): 3,925 : 3,925
Rare 12(1): 4,700 : 4,700
Rare coin total: 36,925
Cash for coins: $300
Exotic 6(2): 3,750 : 7,500
Exotic 8(1): 5,000 : 5,000
Exotic 10(1): 3,150 : 3,150
Exotic 12(1): 3,750 : 3,750
Exotic 16(1): 5000 : 5000
Exotic coin total: 24, 400
Cash for coins: $200
Prototype 8(1): 2,500 : 2,500
Prototype 10(1): 1,575 : 1,575
Prototype 12(1): 1,875 : 1,875
Prototype 16(1): 2,500 : 2,500
Prototype coin total: 8,450
Cash for coins $60
Coin cost Items:
Panther: 275
Shadow: 1,275
Guardian: 975
Cheetah: 4,325
Surge: 9,375
Redox: 8,000
Plasma 2: 125
Javelin 6: 625
Rocket Mortar 8: 725
RM 10: 650
RM12: 675
Stasis 12: 2,825
Arc torrent 10: 2,675
Carbine 8: 8,275
Carbine 10: 7,250
Carbine 12: 7,500
Railgun 16: 8,275
Total coin cost for items obtained with coins: 63,825
Cash for coins: $500
-------------------------------------------------------------------------------
Total coin cost w/o credit factor: 276,770
Cash for coins: $2,000
Total coins with credit factor: $ 9,800
This is not even counting Blueprints, which are by far THE most expensive resource in the game. Later level blueprints can eat 4 digits worth of coins to skip to the next level.
---------------------------------------------------------------------------------
Going back to what was said with the AI tests. They were prepared for whales. They were NOT prepared for War Robots whales, that spend that kind of money every meta rotation in War Robots every 2-3 months.
Outside of tweaks to earnable resources and AI, I don't see them adding any more layers to monetization. Especially if new items remain released as exotic/prototype.
That being said, this is why my general advice is:
-Do not convert coins to credits unless everything in game is ranked up to 6.
-Don't rush anything, as organic credit gains and blueprint gains for leveling up are pretty on par with each other.
-Given the MONUMENTAL amount of total credits it will take to max everything, the 10 key crates are viable until all of the skins have been cleared from them. The only way to waste credits is to buy blueprints in the shop, as blueprints can drop for items that are already complete.
My advice for mid level progression is simply:
-Pick your core hangar
-Get the mechs and heavy weapons of that hangar to Rank 6.
-Outfit all of the best weapons for your hangar at all ranges (Tournament min/maxing)
-Unless you're going to clan battles, it's safe to leave weapons that come in pairs at 5.7 (No attribute or damage bonus for 6.1) and leaving second copy'd items at 6.1. The last 7 levels of credit/blueprint costs are higher than anything else, as all items require the rank up to 6 and the last 7 levels before max, regardless of what rank they start at.