As it currently is the longer a match is the bigger the reward gets, to a certain point of course. XP and REQ points starts at some very low value and then increase gradually until the match is completed. The issue I have with this is that it doesn’t promote fast and efficient matches. Good teams can drag out matches at the expense of their opponents in order to get the most XP out of it. I have’t bothered checking either but the result of the match, if there is any, is minimal.
In my opinion there are a few things that I’d like to see change in the reward system.
~Decrease instead of increase. The reward for matches should start very high and then decrease as time goes on. Why? It’d be an insentive to end loopsided matches quickly, and it rewards good players, no? There’d of course be a certain base value it can’t go below.
~Result of the match, in order to not have one team surrender right off the bat in order to cash in all the big rewards, and to prevent overly eager players from screwing up matches at the start due to being too aggressive, wins should be a major reward boost. Perhaps in the magnitude of times 10. Say the base value start at 500 and decrease, a team manages to win quite fast, the xp and req values are determined to be 347. The winning team gets their base value multiplied by 10, so the base reward is 3470 pointsod req and XP. The losing team gets their base value of 347.
~Last and not least, a multiplier for not leaving the match in any manner. The max value you can have is 1, and match you leave, disconnect or get booted from, decrease the multiplier by a significant amount. For the sake of throwing out an example, it would bd decreased to 0,1. This mean that you only get a tenth of the reward you were meant to have. If you find yourself with a multiplier lower than 1, you increase it by completing matches. Consequtive matches you do not leave could exponentially increase the multiplier. First complete match could increase the multiplier by 0,05, next could increase it by 0,1 and after that 0,2 and then 0,4 and so forth until you have a 1,0 multiplier.
Values would of coursd need to be tweaked but I believe it’d be worth a shot.