I like the basic idea, but I would prefer something like this:
<mark>Game Completion:</mark> This is just for finishing the match. It would vary slightly based on the length of the match, but the credits rewarded would be very low. This would be to discourage AFKing and the like
<mark>Objective Completion:</mark> This is basically “did you contribute to the objective of the match”. In slayer, this would mostly be kills and assists. In objective gametypes, there would be fewer credits rewarded for simple kills, and more for contribution to the objective of the match. For example, more credits would be reward in a CTF match to the player who captures the flag, or kills the flag carrier, or returns the flag, and so on like that.
Winning and Losing: Something important to bringing back competitive Halo is rewards for winning. In my credit system, a credit bonus would be given to the winning team or, in the case of FFA matches, something like the top 3 players (like Halo 3’s Lone Wolves).
Lottery: This is just like Halo Reach’s. It’s a small bonus, and would allow for mega-jackpot weekends or the like.
Quitting Penalty: the last thing this system would feature is a quitting penalty. If a player leaves the match, even in the pre-game lobby, they would experience a harsh experience penalty. Naturally, this system would have to be tuned to determine if a player quit, used some form of network manipulation, or lagged out. People who lagged would not be punished, but still would not receive their credits.
In addition, the game would not reward the player until the match is over. This means no credits earned during the match, like in Halo Reach. You want those 2000 credits you just earned? You got to stick it through to the end.
I want to keep credits for buying armor, but if they were to scrap it for a simple experience system, I’d want the same parameters as posted above.