The amount of time we've been kept in complete darkness is pretty disgusting.
But given how financially rewarding so many of the older activities are in the game who would be colonising for rewards or incentives?I did the math and it takes 388 IRL yrs to see any sort of actual profit off of a basic t2 station. This is how pathetic the incentives are.
We will all be corpses rotting in the ground before we see any sort of reward from Fdev for systems we barely get any sort of real benefit from in the first place. This is just here to milk Arx from people putting funny names on Funny fartbutt outpost at this point.
So will our children, and their children's children actually.
Just How Unreasonably Bad Is the 10k Colony Stipend? Lets do Math And See. (Everyone You know and Love will be dead before You profit)
Extended subtitle: And so will their children. T2 Asteroid Base Requirements, And how many years it will take at 10k per week to turn a profit for the architect. This math assumes the colony ship didn't pay us back for the resources we provide. Basically if you didn't get a good deal on what...forums.frontier.co.uk
It takes 48 yrs alone to cover the colonization fee.
But given how financially rewarding so many of the older activities are in the game who would be colonising for rewards or incentives?
There is no need for additional credit income. I am doing colonization only for weeks now, with only few BGS missions and BH inbetween.I did the math and it takes 388 IRL yrs to see any sort of actual profit off of a basic t2 station. This is how pathetic the incentives are.
Anyone doing this for credit is wasting their time, it was never intended for that, plenty of other ways in the game to make huge amounts of dosh.I did the math and it takes 388 IRL yrs to see any sort of actual profit off of a basic t2 station. This is how pathetic the incentives are.
Anyone doing this for credit is wasting their time, it was never intended for that, plenty of other ways in the game to make huge amounts of dosh.
O7
I disagree but then im not doing this for financial gain, its a huge amount of fun.The biggest waste of time is making a system like this that is particularly unrewarding
I disagree but then im not doing this for financial gain, its a huge amount of fun.
O7
One thing I like about this is that it doesn’t just inflate the rewards yet again, with so much of the game providing credits in huge numbers quickly it is nice to see something that breaks about even.The biggest waste of time is making a system like this that is particularly unrewarding. In an ideal world I'd like to see inflated numbers such that especially with a couple of systems it offsets Fleet Carrier expenses. Then at least it respects players time a bit more.
Truth is... it's lots of other things that reward too much.One thing I like about this is that it doesn’t just inflate the rewards yet again, with so much of the game providing credits in huge numbers quickly it is nice to see something that breaks about even.
I like I suspect the majority of FC owners will worry about the upkeep expenses in about ten years from now.
reduced carrier upkeep if parked in the system, now that is a great idea.Feedback specifically on resource balancing:
Construction costs should be reduced. It is quite difficult to develop systems because of the resources required. In theory, one can finish an outpost in 5-6 hours with non-stop hauling, but it can quickly become painful if it needs to be repeat multiple times to develop a system, and gets worse when constructing a larger station. The construction cost should be reduced by 40~50%. While I understand that Tier 3 stations are probably meant for large player groups, those should also receive cost reduction.
The architect reward should be increased. In terms of credit reward, a weekly in come of 10k cr per system point is too low. It should be at least tripled or even more. Apart from discounts, architects should receive more benefits from their systems as well, like reduced carrier upkeep if parked in the system, increased faction influence gain, etc. Currently, the reward architect received is simply too low and colonization can quickly become discouraging.