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Economy Adjustments and Advancement Enhancements
Looking back over the last few months, we’ve really packed a lot of new features into QUICKHIT Football this off-season. Single-Player Challenges, the Playbook Shop, a way to fight back against Quitters..the list goes on. A big part of making sure all these changes mesh involves taking a little time out to look at major systems and occasionally giving them a solid tuning pass.
This month, we decided to make some enhancements to the Advancement System and our in-game economy, and this post will examine the finer points of those chnages and how they will impact your team.
Let’s take a look:
One of the biggest changes is that QHF now features a new currency alongside Coaching Points in the Quick Hit Bank called Quick Cash.
So what is it, exactly?
Well, at its base Quick Cash is all about choice. Coaches have always had the option of earning their way up the coaching ladder and the game will continue to reward y’all with CP and other freebies as you advance. But with the addition of Quick Cash, you’ll now have the ability to skip these Level Locks and add instant firepower to your squad on your schedule.
That means if you don’t feel like working your way up to Level 30 to run the Single Wing, or if ya can’t quite beat Coach Levy to unlock the 3-4 Defense you’ll still have a way to build your ideal dynasty without feeling stuck or pressed for time.
If QC isn’t your thing, you’ll still be able to earn or purchase CP for items at your level, but as shortcuts go, we think it’s pretty cool. Obviously, working this currency into the economy was a bit of an undertaking, and we’ve made some additional adjustments you guys will want to note.
CP Values
To help differentiate between the two currencies, we’ve made some adjustments to the CP Pricing Scale:
- All CP awards and prices have been multiplied by 100x .
- That means you’ll earn 100x more for Leveling, Challenges Daily Rewards, etc.
- It also means that items will cost 100x more across the board.
- Beyond this CP works the same way it always has.
The CP Award Curve
Taking a cue from several suggestions on the forums, we’ve also made some adjustments to the CP Award Curve.
- CP Awards will start a bit lower for new Coaches, but scale up every 10 Levels to make the longer grind worth the effort.
- The scale looks like this:
- Levels 2-10 = 2500 CP Per Level
- Levels 11-20 = 5000 CP Per Level
- Levels 21-30 = 7500 CP Per Level
- Levels 31-40 = 10000 CP Per Level
- Levels 41-50 = 12500 CP Per Level
- Levels 51-60 = 15000 CP Per Level
- Levels 61-70 = 17500 CP Per Level
- Levels 71-80 = 20000 CP Per Level
- Levels 81-90 = 22500 CP Per Level
- Levels 91-100 = 25000 CP Per Level
Advancement Expansion
Alongside this change, we’ve decided to give Bing’s life meaning again and expand the Coach Level Curve all the way up to Level 200!
- This means our Hall of Fame Coaches can continue to advance and gain CP.
- Fantasy Points gained to this point will apply towards this new level group, which means you may have some CP waiting for you at the end of your next game!
Untraining Expansion
Last but not least we adjusted the Untraining a bit to give you guys more flexibility when signing new players:
- Instead of locking out players below Level 10, you’ll now be able to Untrain any player above Level 1.
- Since we’ve made it a bit easier to “reset” your roster, we’ve also adjusted the fee from 30% to 40%.
- The hope is that these two changes will increase your options while maintaining the importance of major personnel changes.
As you can see we’ve been pretty busy over here. There’s a lot of changes packed into this release and we’re sure you guys will have questions, so feel free to leave a comment and we’ll do our best to get you guys up to speed.

