5mil credits bounty hunting, endless fun!

The issue with the "lack of progression" argument is, that just hauling even more cargo is not progression in itself. Its plain grind for no reason than to brag about a bigger ship and larger profit per hour.

The good thing is, that in E : D you can have just as great fun staying in the Cobra hunting pirates if that fancies you. There is NO need to "progress" further if what you want is having fun blasting your multi-cannons.

And if it tickles your fancy to haul even more cargo and pay billions per upgrade. Sure - go ahead!

E : D fortunately has room for us all
<snip> Hauling more cargo is exactly the progression that is lacking in combat which is making more money the better ship you get. There are plenty of people who want to try a Python , Conda, or a Dropship/Clipper, without resorting to massive tradegrind. Yeah, you can have fun with a Cobra for the rest of the game. Most won't. <snip>
 
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I'm in about the same place you are, I have slightly over 5m assets to my name now. What bothers me is traders are capable of making that much money per hour.

Probably not in a cobra, I think you are talking the type 9, which is expensive if you crash it...
 
There is NO need to "progress" further if what you want is having fun blasting your multi-cannons.

Problem isn't that there is no need. Problem is, you can't, even if you want to. There is no bigger ship than a Cobra a Bounty Hunter can afford. Even an ASP is difficult (maybe impossible) to maintain without trading.
 
Why does it bother you?

I can't speak for Sarutoshi, but what bothers me is that bounty hunting doesn't scale like trading does. When you trade, a bigger ship means bigger payouts. When you upgrade your ship as a bounty hunter, your profit doesn't scale as well and gives you worse financial security - and that in a "profession" that poses a significantly higher amount of risk. Having fun isn't the end-all be-all of a game. You also need progression and variation in order to avoid that fun growing stale after too much repetitiveness, or the whole thing will be a short lived affair. Which is why I feel that bounty hunters also should be allowed and facilitated towards owning more expensive ships. The difference in profit between trading and bounty hunting as it stands now should be reason enough to adjust the values simply for the sake of game balance.
 
If you don't want trouble for killing wanted people with the same faction as the authorities, make them shoot at you first. Always carry a ton of pirate bait in your hold.
 
The faction bug, where police turn hostile even if you're not wanted just because you killed a criminal that belonged in the same faction as the police.

Not all actions by a faction are "above board". Just like real life governments there's a lot of illegal activity going on (probably more than legal activity) behind the scenes.

For example:

What if the wanted ship you just killed was carrying stolen military plans? What if they were smuggling in illegal food products? Could be any number of illegal activity that's sanctioned (secretly) by the local government. My country (USA) are the masters of this type of behavior. It's illegal, kept out of the media but, it happens all the time. Sure, smuggling weapons into a country is illegal (on paper) but, if you shoot down the plane carrying the weapons, even though illegal, watch and see what the USA does to you. Isn't morally correct but, it is realistic.

If that makes sense?

The USA, my country has tens of thousands of people doing illegal activities, all the time and my government protects them. If I tried it, I'd be killed. If I killed "their guys", I would be killed. It ain't pretty but, it is happening all across this Earth, why not the Galaxy?
 
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Apperntly, thats a feature and the authority turning red and attacking you outright is working as intended.
It makes certain sense, but it's annoying. What I do...KIll 'em all, you got a bounty on you? (larger then say 1k), I'm gunning for you, authority be damned, relations be damned, rep, I could care less.
Once too meny at the nav point are hostile and activly engage me, i SC out and back in. Problem solved.

Since I only use lasers currenty, I don't have ammo refill charges. I don't use shield cells yet and If the wanted ship is bigger then an Asp, i will try to take it on if the authority is also actively engaging it (kill stealling from the law ain't a crime, and they get paid a salary 8) ).

If I'm carefull and lucky, I can score 50k-100k bounties.
 
This is one of the issues the game currently has. Bounties are far more profitable than any other activity you can do in game, since the ratio is something like 1/3 of an effort for 3x bigger reward. I don't say nerf bounties, instead bring up all other activities up to par with bounties.
 
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Apperntly, thats a feature and the authority turning red and attacking you outright is working as intended.
It makes certain sense, but it's annoying. What I do...KIll 'em all, you got a bounty on you? (larger then say 1k), I'm gunning for you, authority be damned, relations be damned, rep, I could care less.
Once too meny at the nav point are hostile and activly engage me, i SC out and back in. Problem solved.

Since I only use lasers currenty, I don't have ammo refill charges. I don't use shield cells yet and If the wanted ship is bigger then an Asp, i will try to take it on if the authority is also actively engaging it (kill stealling from the law ain't a crime, and they get paid a salary 8) ).

If I'm carefull and lucky, I can score 50k-100k bounties.

I'm thinking of using all laser weapons and going for one million in a single "stop".
 
The issue with the "lack of progression" argument is, that just hauling even more cargo is not progression in itself. Its plain grind for no reason than to brag about a bigger ship and larger profit per hour.

Please enlighten me on what your definition of "progression" is. Because if starting in a sidewinder, to a hauler, to a cobra, to a type 6, to an asp, to a type 7, to a type 9 that can be upgraded for millions and million of credits, doesn't fit your definition of progression, i'd like to know what does.

The good thing is, that in E : D you can have just as great fun staying in the Cobra hunting pirates if that fancies you. There is NO need to "progress" further if what you want is having fun blasting your multi-cannons.
Sometimes I honestly think that some of you would enjoy the game no matter how bad it would be. No need to progress? Give me a break. Every good game needs progression, even (especially) sandboxes. You're blind if you don't realize that something is missing.
 
Authorities protecting wanted criminals of their factions may make sense in some specific cases. But I can't believe it is realistic to protect every wanted criminal in their faction. Especially when their own faction is the one to put a bounty on their head.

On the other hand, Clean Allies have no trouble attacking you for a Bounty put on your head by one of their ennemies, if they have a K-Scanner (Bounty you've received by completing one of the missions they gave you, such as, kill 2 Authority vessels in their ennemy system).

Nah, definitely can't be working as intended.
 
I agree. Earn enough to keep your ass covered. Don’t bother with grind, even though it can be hard to avoid. One thing I am a little worried about where bounty hunting is concerned is the faction system. I don’t understand it well enough yet, but I agree at least to an extent, with what Sanderson said above on that.


As far as a progression system goes, I do feel that new players should be required to take part in a beginners “progression” system, which helps them learn the trading system first. All combat should be blocked out, (except maybe the possibility to be interdicted by low NPC AI), until they have traded a quota. That would mean they would spend just enough time doing it, to gain a knowledge of the games basics, and not enough time for it to become a grind. Along the way, cargo hauling missions would be added, then black box/rebel transmission type activities etc to add some variety and get them to grips with the basics involved with USS mechanics. It wouldn’t take them long. Its not like the trading system is complicated, and they could go do whatever they want as soon as they understand the basics. I think it would be beneficial to them, and the game. That way, Frontier could up the combat AI difficulty for the more experienced players, while not making the game too difficult for new players in the process. They wouldn’t be thrown straight into combat soon as they begin the game. The game needs more difficult enemy AI etc. It also needs more different stuff...... But right now, that stuff just isnt there, and it will be difficult to add improved AI, if new players are expected to get to grips with it straight off the bat. Given an option, many of them will go for combat straight out the gate. Then when they conquer that learning curve, that’s the challenge gone. Some new players complained about lacking a goal, and things being unclear. Some of them just didn’t understand anything. Some people will tell you this isnt a combat oriented game, but you cant tell people what they should be doing, and you cant tell them the game was made to cater to one audience or another. I think such a system should have been in from the 16th. They could have added a bubble, like the beta 1 bubble, where there was harmless AI, or none at all, and you start there and work your way out, which as I said, wouldn’t take long. Interdiction modules, upgraded weaponry, apart from possibly one or two items to help deal with NPC interdictions would also be locked out etc. I don’t know how things work behind the scenes, but it might be less costly than making new tutorials etc.


Maybe Im wrong. Anyway, just some thoughts.
 
Right now I'm friendly (green) with both the Empire and Feds and several small factions. I just popped back out of the game after a little experiment:

I entered a nav Point (NP)and there were several ships. I selected a neutral (yellow) wanted ship and took it out, ships of the same faction turned red, the green ships stayed green, including local cops. Next I selected a wanted "green" ship and shot it, all of the same faction turned red but the cops stayed green.
 
Please enlighten me on what your definition of "progression" is.

You totally misunderstand the point - as expected.

Progression cannot be measured in money alone. Its ONE of the ways. Obviously the only one for you and thats fine.

Other ways:

I can progress by exploring and getting furthest away from starting systems.

I can progress in ranks with my faction of choice by doing missions.

I can progress my skills by being able to take on much larger and harder targets than earlier.

I can progress upgrading my Cobra to full A

I can tilt system ownership and further the expansion/progression of my faction of choice

And so on.

There is just so much more joy in this game (and other games) if you relax and just enjoy whats there. Instead of focusing only on one part. The biggest ship in the galaxy might tickle your fancy - it doesnt for me and for a lot of others. Just accept the fact that we are different and enjoy different things.

And end of the day - the most important thing. Almost all games are entertainment! It is what it is. Dont take it too seriously and remember to have fun during the process and not get miserable chasing the tail of something you will never reach.
 
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