Simply put: The Credit system is WHACK.
With Firefight Limited being REMOVED (Which is a terrible, terrible decision by 343i, even though I know the reasons), the cR situation continues to deteriorate into total nonsense. The way cR is earned in Reach is almost totally random when put into the proper context, and it badly needs reformation. A few examples:
A quickly-won, expertly-played Objective game where one team quickly captures all the flags, or arms the bomb over and over; Any situation where one team blows out the other team…This game is rewarded with far, far fewer credits than a slayer game, because there were fewer kills involved in the objective game.
When Firefight Limited was still a THING, Firefight Arcade provided not only a quicker, but usually a higher payout because death did not matter, and you would always complete your set/round. Despite Limited being more of an actual skill challenge, you also had to survive through the entire round on a life pool. The more challenging gametype is rewarded the least. Bass-ackward logic.
Playing Team Slayer and playing the Arena gives the user the same amount of cR. Arena is Ranked Halo. Team Slayer is unranked. Ranked Halo has always be incentivised over unranked…Yet in Reach we have the exact same level of incentive for each. In fact, since Team Slayer is easier than Arena, the player has further incentive to NOT play Arena, and instead opt for a casual game of Team Slayer.
All playlists earn the player the same rate of credits. Go play Grifball and get 15 kills. Go play Team Slayer and get 15 kills. Your payout will be very, very similar.
Those who do not participate can still earn credits. Someone can get no kills in a Team Slayer game, or go AFK in Firefight can still earn credits. This one explains itself.
These are just a few examples of how incredibly messed up the cR payout system is in Reach. The solution?
Award more cR to more difficult playlists, lower the cR payout in less challenging playlists, and if a player is not participating, award them 0 cR.