The main win right now is that I've made a proposal for a Currency-Based system. Ironically, I really hope this proposal is defeated because I'd really like for us to eliminate currencies from the game altogether. They just feel... inappropriate for our setting.
Anyway, I don't have much time for real blogging so here's another copy and paste. This time it's a little tidbit on managing prices for hard currencies. Maybe you'll find it interesting... Who knows!
The following is reprinted with permission, © Fixer Studios 2013
Hard Currency Cost
We will start with the assumption that an average purchase is $5, and that Hard Currency is worth one cent. This allows us to give away a couple for in return for an action that is only worth a couple cents (watch a video ad, answer a survey, etc). From there, we want to ensure that there is a low priced SKU that is a fairly “poor deal” and that each other SKU increases in value. However, once players commit to spending $10 or $20 we know they’re a big spender... so we don’t want an exponential bonus because it can cannibalize long-term sales. For instance, imagine that soda pop was weightless, never spilled and never went flat. Suddenly, selling people 64 fl. oz. Double Big Gulp (more than 5 cans) for $1.69 would be a bad idea because nobody would ever buy $1 cans again. Since hard currency is like magic, magical soda... we need to watch that shit. That's why the best deal is 44% off instead of 90% off.
Included FYI only, we have an official spreadsheet for current data
This table provides for a very smooth curve along the most common price points. Overall, it’s quite similar to the values in the highly successful game Clash of Clans, but features a $2 SKU to encourage first-time purchases (“conversion”), plus in comparison the values at $10 and $99 are a bit depressed for a smoother curve.