By GamGem Research
Buy-phase Economy
What you can afford now, and what you will have next round if this one goes either way.
Your inputs
Your result
7,100
credits next round if you win this one
- If you lose
- 6,500
- Holding now
- 3,900
- Wasted by winning
- —
Nothing is being thrown away against the 9,000 ceiling this round.
How the buy-phase economy works
Next round's credits are what you keep after buying, plus 200 per kill and 300 for a spike plant, plus the round reward: 3,000 for a win, or a loss bonus that climbs 1,900 → 2,400 → 2,900 with consecutive losses. Nobody can hold more than 9,000.
Worked example. Start with 4,500, spend 3,900 (a Vandal and heavy shield), get two kills after one lost round: a win leaves you 4,000, a loss 3,400.
Why the cap matters. Save everything at 9,000, then win with three kills and a plant: the round is worth 3,900 credits you cannot keep. That waste is the number this tool prints and a rewards table does not.
What a buy costs. Vandal + Heavy Armor: 3,900 · Phantom + Heavy Armor: 3,900 · Operator + Heavy Armor: 5,700 · Spectre + Light Armor: 2,000 · Marshal + Light Armor: 1,350 · Sheriff + Light Armor: 1,200.
Saving through losses. From zero, buying nothing and taking no kills, the loss bonus alone banks after 1 loss: 1,900 · after 2 losses: 4,300 · after 3 losses: 7,200.
Assumptions
- Two independent sources, both datedRound win 3,000 · loss bonus 1,900 → 2,400 → 2,900 · kill 200 · plant 300 · pistol round 800 · cap 9,000.
- It cannot see your teamDrops, saved weapons and what four other people bought are not knowable from here — enter them yourself in the team sheet.
Client-side arithmetic on published game rules. Nothing is sent anywhere, and no part of it reads your game.
