DOCS / GAME MECHANICS / ECONOMY & ∀CRED

Economy & ∀Cred

∀Cred is vCareer's only currency. You earn it by flying missions and spend it on type ratings and tier-ups. XP is the parallel progression token — it never converts to ∀Cred and you can't spend it; it gates tier advancement inside a class.

UPDATED 2026-05-24 ● DRAFT — TUNING IN ALPHA ~7 MIN READ

The anchor

The economy hangs off one number:

ANCHOR
∀1,000 ≈ 1 minute of paid flight at the Bush class rate with no multipliers.

Bush sits at base rate 1.0. Other classes earn more per minute via their class_pay_rate: Business 1.1, Charter 1.1, Small Airline 1.2, Cargo 1.3, Long Haul 1.4. Tier does not directly scale per-minute pay — progression is felt through unlocked classes and aircraft, not through a tier multiplier on identical flights.

Reward formula

For a completed mission:

base_reward     = leg_minutes × 1000 × class_pay_rate
difficulty_mult = weather × atc_coverage × time_of_day × first_time_at_airport
total_reward    = round(base_reward × difficulty_mult × time_sensitive_bonus)
xp_earned       = round(leg_minutes × class_pay_rate × difficulty_mult)
  

XP and ∀Cred share the same multipliers but scale differently. A typical 90-minute flight at class rate 1.0 with no multipliers earns ~90 XP and ~∀90,000. The 1,000× factor is what makes ∀Cred numbers feel weighty.

Multipliers reference

FACTORWHAT IT MEASURESRANGE
weather Computed from current METAR (ceiling, vis, wind, gusts). 1.0× – 1.3×
atc_coverage Average dep+arr ATC presence at landing time. 1.0× – 1.4×
time_of_day Night legs and unusual hours. 1.0× – 1.1×
first_time_at_airport Either dep or arr is new to you (one-shot per airport). +10%
time_sensitive Departed inside a published window (e.g. within 60min of accept). +15%

Multipliers compose multiplicatively. A flight with active Tower at both ends, a first-time arrival, marginal METAR, and a time-sensitive window can easily pay out at 1.7×–1.9× the base.

XP vs ∀Cred

∀Cred is a balance. You earn it, you spend it on type ratings and tier-ups. There is no premium currency; you can't buy ∀Cred with money; you can't trade it. The minimum balance is 0 — crashes and fees can never drive you negative.

XP is per-class progression. XP accumulates inside the class you flew the mission for, and gates tier advancement (e.g. T1 → T2 requires 20,000 XP plus a mission count). XP never decays, never converts, and never spends. Mastering Charter doesn't help your Bush XP.

What you spend on

Most of the cost over a career is type ratings and tier-up fees. Class entries are intentionally cheap so the early-game lock-in regret never happens.

SINKCOSTNOTES
Class entry test ∀1,000 Refunded on pass · retake at 50% fee
Class registration ∀5,000 One-shot per class, charged on pass
Type rating · GA ∀5,000 C172, Beaver, Cub
Type rating · Turboprop GA ∀15,000 TBM, PC-12, DA42
Type rating · Regional turboprop ∀30,000 ATR-72, Dash-8
Type rating · Business jet ∀50,000 Citation, Phenom
Type rating · Narrow-body ∀100,000 A320, 737
Type rating · Widebody ∀200,000 – ∀500,000 767, A330, 777, 787, 747-8, A380

Tier-up fees scale from ∀10,000 at T2 to ∀200,000 at T5. Full class T1→T5 budget: ~∀320,000.

Fairness rules

  • No purchases, ever. ∀Cred is in-game only. We don't sell it.
  • No trading. Balances are per-CID and don't move between accounts.
  • Server-authoritative. Rewards, refunds, and penalties are computed and applied server-side from your VATSIM track. The client doesn't get to claim a completion.
  • Floor at zero. Crash penalties and fees clamp at the available balance; we never run you into the negative.
NOTE
Numbers in this page are first-draft anchors meant to be tuned during alpha. The formulas are the contract; the values inside them will move. Definitive values live in docs/economy.md.