Making Credits - Very slow time consuming process - i.e. Ships cost way to much

OP...making money in this game is easy. I had 120,000 cr with no need to buy anything so I bought a new ship. Now I have 78,000 more cr from exploring and again with no need to buy anything.
 
Yeah IIRC Anaconda's good modules go for 5mil a pop

Anaconda outfitting prices (as of Dec 30, 2014):
A7 thruster: 51M
A8 power plant: 162M, D8 power plant: 6M
A8 power dist: 28M, D8 power dist: 1.7M
A6 FSD: 16.1M
A4 fuel scoop: 2.8M
A8 sensors: 27.2M
Military alloys: 132M
A5 life support: 1.6M

weapons..
D3 large turret laser 19.4M
E2 med turret laser 2.1M
F2 small turret laser 500k.

Total cost for the above, with 'A' modules and 2x each laser, would be ~612MCR.
At 1000 profit-per-ton, that means you have to haul 612kT of cargo.
In a Type 9, at 500T per one-way-haul, that'd be 1224 trips.
1224 trips at 15 minutes per haul = 306 hours or about 11 months at 1 hour per day.
1224 trips at 10 minutes per haul = 204 hours or about 7 months at 1 hour per day.

And that's of course presuming you already have the Type9, which is almost un-flyable without A7 thrusters, so you need 127M+ just to get to that point.

Finally, all of the above presumes you're fuel scooping the entire time (so you need a fuel scoop) and running with shields, which is problematic in a Type9, because minimum shield size is 5 to cover the hull, which means you give up 32 cargo space for the shields, and at least another 8 for the fuel scoop. (woops! we're below 500T of cargo space! dun Dun DUN!)
You want to fly a Type9 without shields? Prepare for repair bills that annul your profit quicker than a Thargoid blinks. ;)
 
I did a clear save

Have two ASP's at the moment - one a "war goer" the other a trader once I get the trader in a good way I'm buying a 3rd to mine

ships SHOULD be expensive - we don't want everyone flying pythons in a month we want player variety
 
I would quantify this... Making credits CAN be slow, I now make about 100k a session and now my little baby is decked out won't take long to increase my balance.

What I did, little trips for the bulletin board and bounties off interdictors until I could afford a hauler and started hauling... Got v bored and traded it in for my little Adder.

This beauty now packs Lasers enough to hunt at the nav beacon 22 tons worth of cargo space and is brill.

Folk seem to ignore the Adder but for me its great.. 70k ish and as good as many other ships out there
 
Ships do not cost too much, some of the parts do though. The real problem is that the only really viable way to make money is trading. The other jobs need to be buffed and missions added with greater rewards.
 
Ok so some people think im not having fun or enjoying the game, when i actually am. people always assume the worst for some reason. im just bringing up a valid topic

I wonder why?

This is a just an irrelevant comment thoes who cant dedicate thier lives to thsi game like some who probly still live in the basment of thier parents house who been playing the Elite 84 version for the last 20 years untill this new version. there is an issue and your only one of maybe two people on the post who have said there isnt majority rules.

Mmmm... getting warmer..

I dont try to be a D*** it just comes naturally

This might be part of it.

Realising you have a problem is the first step in dealing with it, I wish you luck.
 
One mission text that resume all i thing about credits gain in elite (devs definitly look at the forum :D) :





Making good credits in elite require pratical, boring stuff. You can make some by doing fun or interesting things like... exploration, bounty hunting, even mining can be interesting if you have to find the right asteroïde full of precious ressource in the middle of a pirate area.

If i want to make a lot of money in elite i have to be realistic, forget my dreams and haul cargo all day long and... i start to do math during my spare time, realise that i still have to do 172 jumps to buy the ship i want and the next step is to realise that i'm playing eurotruck simulator in space, in my home, in real life. It's not even dangerous (last farming session, 3 npc interdiction in 110 jumps and i saw two humans... hauling too), i'm not helping anyone in game, i'm hauling hundred of tons of minerals to a station while listening to a trucker radio from the 80'.

I'm not against a grind for players that support grinding but we need alternative ways. Bounty hunting, mission making or mining should give a similar reward to hauling. I don't even ask to make things faster (even if it's silly to see how you can make twice a wanted elite anaconda bounty while hauling berrilium and slaves), just to get more or less similar rewards.
 
Last edited:
Neone else aside from the people the have been playing since gamma get enough credits to buy aything bigger with decent fittings than a cobra or asp or equivalent hauler ship?


Nope, and I don't expect to either, the game has only been available for 15 days :S
 
Last edited:
One mission text that resume all i thing about credits gain in elite (devs definitly look at the forum :D) :





Making good credits in elite require pratical, boring stuff. You can make some by doing fun or interesting things like... exploration, bounty hunting, even mining can be interesting if you have to find the right asteroïde full of precious ressource in the middle of a pirate area.

If i want to make a lot of money in elite i have to be realistic, forget my dreams and haul cargo all day long and... i start to do math during my spare time, realise that i still have to do 172 jumps to buy the ship i want and the next step is to realise that i'm playing eurotruck simulator in space, in my home, in real life. It's not even dangerous (last farming session, 3 npc interdiction in 110 jumps and i saw two humans... hauling too), i'm not helping anyone in game, i'm hauling hundred of tons of minerals to a station while listening to a trucker radio from the 80'.

I'm not against a grind for players that support grinding but we need alternative ways.

try it like I play it.

I ask myself 'WHY do I need a new ship and WHY do I need better gear?'
I find more planets that I can consume in a lifetime using nothing more than a sidewinder. I can excape pretty much everything with my Adder with its small engine upgrade.
I have 78,000 cr in the bank at the moment and nothing I need to buy
 
try it like I play it.

I ask myself 'WHY do I need a new ship and WHY do I need better gear?'
I find more planets that I can consume in a lifetime using nothing more than a sidewinder. I can excape pretty much everything with my Adder with its small engine upgrade.
I have 78,000 cr in the bank at the moment and nothing I need to buy

I'm not power hungry (i don't want to get the bigger ship or even be a respected / influant player, just want to play with a bunch of friend) but it's the kind of things i can't ignore in a fictionnal universe.

You don't get very powerful by killing the worst pirates in the galaxy or helping entire systems doing dangerous missions, filty rich by finding an asteroïde made of pure patinum in the most remote area of the galaxy or stealing rare goods in high security convoy, you do it buy taking goods in your truck from point A to point B for a few hundred times.

I can't get my mind around that.
 
Last edited:
2 points

We can compare the game to Freelancer which had a really awesome ship/equipment progression with dozens of ships to choose from, that stayed interesting throughout the game.

In that game a mission would make you about 2-13k credits, elite has a slightly higher average, with the most rewarding missions netting about 100k, on the flip side, missions take much longer to complete in elite. So while overall income is higher, the extra time taken to get it evens it out a bit.

In freelancer, the biggest, baddest, most expensive ship you can get, representing the pinnacle of your journey nearing the "endgame" is the titan. And it costs.... 750k.
To be fair, in that game you could also rack up millions of credits by that time, making the cost somewhat underwhelming. Especially if you were trading. Loading out ships was also significantly cheaper where in elite a fully decked out ship can be worth many times its initial purchase cost.

So the conclusion is that a game like freelancer with comparable albeit smaller incomes, lasting for many many hours of gameplay had an endgame ship that cost a bit under a million to purchase, and perhaps a few hundred thousand to outfit. This was a bit on the low side for that game, but still sufficient.

In elite the equivalent ship costs a number of millions I don't even want to think about, and untold millions more to outfit. And this is before we get into the fact that of course in freelancer you didn't lose anything except progress on death, but in elite it is perfectly possible to lose your ship if you don't have even more millions to buy it back. It's too much.

Multi-million ships is not a bad thing since you do make more money, and even in FL you could afford more by the endgame. But there has to be a limit, and the anaconda and similar ships have far exceeded that limit. The only reason anyone can possibly afford the anaconda right now is either by cheating, or abusing the fact that trade is unreasonably profitable right now. Even with cheating there is an incredible grind to reach those levels of money. That is simply broken.
 
Anaconda outfitting prices (as of Dec 30, 2014):
A7 thruster: 51M
A8 power plant: 162M, D8 power plant: 6M
A8 power dist: 28M, D8 power dist: 1.7M
A6 FSD: 16.1M
A4 fuel scoop: 2.8M
A8 sensors: 27.2M
Military alloys: 132M
A5 life support: 1.6M

weapons..
D3 large turret laser 19.4M
E2 med turret laser 2.1M
F2 small turret laser 500k.

Total cost for the above, with 'A' modules and 2x each laser, would be ~612MCR.
At 1000 profit-per-ton, that means you have to haul 612kT of cargo.
In a Type 9, at 500T per one-way-haul, that'd be 1224 trips.
1224 trips at 15 minutes per haul = 306 hours or about 11 months at 1 hour per day.
1224 trips at 10 minutes per haul = 204 hours or about 7 months at 1 hour per day.

And that's of course presuming you already have the Type9, which is almost un-flyable without A7 thrusters, so you need 127M+ just to get to that point.

Finally, all of the above presumes you're fuel scooping the entire time (so you need a fuel scoop) and running with shields, which is problematic in a Type9, because minimum shield size is 5 to cover the hull, which means you give up 32 cargo space for the shields, and at least another 8 for the fuel scoop. (woops! we're below 500T of cargo space! dun Dun DUN!)
You want to fly a Type9 without shields? Prepare for repair bills that annul your profit quicker than a Thargoid blinks. ;)

the post on this topic yet, so my question is lol of course who the hell wants to do this for 7-11 months lol. surly not i and that is why some aspects of the game are great and some are a complete fail lol.
 
yes and i bet you dedicated your life for the last two weeks to it and good for you, not many of us can do this.

NO i have spent most of the holidays with my wife , only play a few hours a day have spent time mining , exploring , and bounty hunting , and hauling enough to make some good credits, expert combat , broker trader , and surveyor explorer,
if I played 6 hours a day and did grind i would already have a anaconda , it is not hard , i cobra should earn you 500 to 750 k an hour hauling a trade route, type 6 or asp sould be about 1.5 mill an hour my type 7 is 2.2 to 2.5 mill an hour , you should be able to get a cobra in 1 day.
 
they made the grind so hard so ppl wont reach "endgame" so fast and stay ingame longer. they want people to play this game for longer since there is nothing else to get with ur credits. credits are practically useless.
if this would be a normall single player offline game the ships would be a lot cheaper. but since they wanted this to be an online game with nice fancy paint jobs to sell and a steady player base they needed this hard grind.
 
2 points

We can compare the game to Freelancer which had a really awesome ship/equipment progression with dozens of ships to choose from, that stayed interesting throughout the game.

In that game a mission would make you about 2-13k credits, elite has a slightly higher average, with the most rewarding missions netting about 100k, on the flip side, missions take much longer to complete in elite. So while overall income is higher, the extra time taken to get it evens it out a bit.

In freelancer, the biggest, baddest, most expensive ship you can get, representing the pinnacle of your journey nearing the "endgame" is the titan. And it costs.... 750k.
To be fair, in that game you could also rack up millions of credits by that time, making the cost somewhat underwhelming. Especially if you were trading. Loading out ships was also significantly cheaper where in elite a fully decked out ship can be worth many times its initial purchase cost.

So the conclusion is that a game like freelancer with comparable albeit smaller incomes, lasting for many many hours of gameplay had an endgame ship that cost a bit under a million to purchase, and perhaps a few hundred thousand to outfit. This was a bit on the low side for that game, but still sufficient.

In elite the equivalent ship costs a number of millions I don't even want to think about, and untold millions more to outfit. And this is before we get into the fact that of course in freelancer you didn't lose anything except progress on death, but in elite it is perfectly possible to lose your ship if you don't have even more millions to buy it back. It's too much.

Multi-million ships is not a bad thing since you do make more money, and even in FL you could afford more by the endgame. But there has to be a limit, and the anaconda and similar ships have far exceeded that limit. The only reason anyone can possibly afford the anaconda right now is either by cheating, or abusing the fact that trade is unreasonably profitable right now. Even with cheating there is an incredible grind to reach those levels of money. That is simply broken.


ok this guy see's exactlywhat im talking about as well, why bother even having thease awsome ships that we will never be able to fly?

- - - - - Additional Content Posted / Auto Merge - - - - -

NO i have spent most of the holidays with my wife , only play a few hours a day have spent time mining , exploring , and bounty hunting , and hauling enough to make some good credits, expert combat , broker trader , and surveyor explorer,
if I played 6 hours a day and did grind i would already have a anaconda , it is not hard , i cobra should earn you 500 to 750 k an hour hauling a trade route, type 6 or asp sould be about 1.5 mill an hour my type 7 is 2.2 to 2.5 mill an hour , you should be able to get a cobra in 1 day.

in reguard to this post ..its crock look at the abouve post one guy calculated it out to a tee- 7-11 months for a fully fitted anaconda there you have it.
 
aneone else have an issue with this?

I think they should have made ships much cheaper overall, but made insurance much higher relative to the price of the ship. At the same time, ships could be specialized towards certain roles and content would dictate the type of ship you would like to bring. In that way, rather than a linear upgrade sequence of getting bigger ships to haul more cargo, we could have a stable of ships out of which we select the best tool for the job we feel like doing right then. Missions and especially navy faction missions would be offered that have content suited to different types of ships or doable in different ways depending on your ship choice.

Instead what we have is just a big slow grind to get to a big slightly less slow grind to get to a..... you get the idea.
 
lol yes i bet ytou can do that atm!! how many a hours a day have you played? because ive played 4 hours a day since release and on the weekeds, ive made about a total of 7 mill creds

LOL then you are doing it wrong ,, i have bounty hunted less than half that much time and made more credits, and bounty hunting is the slowest way to make credits other than exploring and i have made that much exploring
 
Back
Top Bottom