AFK Capital ship camping for free money

Or we can make the CG different. make the Lugh guys have a much easier to reach goal (and much bigger bonuses) because they dont have a capship. They should also disallow people from picking both sides.
 
It's apparently a set respawn time. You can run out of ships to fight.

That does suggest that the "exploit" has a cap, and that at the end of the day "AFK Camping" isn't going to earn you much at all - and at the risk of afking and losing your ship...

You're not getting a higher rate of ships being destroyed, because they're not warping in fast enough. I can see how it's somewhat imbalanced in terms of the two sides, but then what battle isn't somewhat one sided? (irl, take Palestine/Israel as a really obvious example).

Other than the fact that FD need to think about varying the CGs so that they're not always one sided like that, I don't see that much of an issue, someone could even make it their "thing" to drum up support for them on the forums, trying some propaganda tactics... I dunno.
 
I think the conflict zones need a rework anyways.. right now it doesnt feel like a war at all. just some static battles. It does not matter what so ever how many ships you kill. they just keep coming and coming. I would like a war to be all over a system. Conflict Zones that can actually be "won" or "lost" by the opposing factions. Depending on who wins the current Battle the conflict moves to a different part of the system. If one side is winning all the Conflict Zone it pushes the losing side all the way back to its homestation where there´s a last big fight right at the Station


The capital ships themselves are fine. They ought to be powerfull, they ought to be used by the major factions to protect their interests. "Fairness" has nothing to do with this. But I don't think, there is real disagreement here.

The whole issue evolves around the "scoring method".
As long as the "the-last-bullet-scores-the-prize" rule was operative, the sheer capital ship's fire power made it unlikely to score this final hit. This rule was abandoned in order to make the game more fun for the player - which is a valid decision in its own right. However, this decision lead to the current situation, as it was not balanced towards those major help granted by capital ships (and, to a lesser extend, by system authority).

There was always this other request before the "Wings" update was launched: To implement shared bounties between players, where each payout would have been related to the damage inflicted to the target. The devs decided against it and did stick to the last-bullet-rule between palyers - which is fine, in my regards. (And "Wings" did change everything anyway...)

But MAYBE it is time to re-evaluate this decision. Not with regards to palyer/player interaction, but with regards to player/NPC battle outcome.
If the final combat bond/bounty would take the actual inflicted damage into account, "stealing" kills from a battle ship would still be easy - but way less profitable, as the capital ship would have done most part of the "work". But if the player would visit a "capital ship free" conflict zone and do all the fighting himself, his final yield would be way larger and adequate to his effort.

I think, this would be fair...

Couple of very good points here...
 
Or we can make the CG different. make the Lugh guys have a much easier to reach goal (and much bigger bonuses) because they dont have a capship. They should also disallow people from picking both sides.
Not really. If you're a truly independent weapons trader, you should be allowed to deliver to both sides. Especially with CSG CG for that having ended within 36 hours already...

That does suggest that the "exploit" has a cap, and that at the end of the day "AFK Camping" isn't going to earn you much at all - and at the risk of afking and losing your ship...

Oh the profits from killing all the ships is massive, don't doubt that for a second.
 
Oh the profits from killing all the ships is massive, don't doubt that for a second.

But... it's not, really? I mean, without trying to be trolly or anything, it's still way less than trading will get you in anything bigger than a T7, roughly on par with RES farming, and way, way lower than any of the previously held "exploits" that actually weren't.

I get the disparity between the sides and how it's really never going to get any better for the Crimson State (although like I said, some player PR would go a long way here to making a win a viable outcome), but in terms of masses of easy cash being made, I just don't see it I'm afraid.

e: I can also see how it's relatively easy money for small/noob ships, just by tagging the enemies and keeping your guns on them within 10 seconds of their destruction - but in all honesty new players could do with a way to get some quick cash...
 
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but in all honesty new players could do with a way to get some quick cash...

My sentiments are the opposite.

By and large, new players are more deficient in experience than they are in money at this point. There are people with ten times my net worth who know almost nothing about the game.
 
Can anyone explain how this works ? How do you generate
credits beeing afk in a combat zone at the capital ship ?

Seems to be a bug ?

thanks in advance :)
 
Can anyone explain how this works ? How do you generate
credits beeing afk in a combat zone at the capital ship ?

Seems to be a bug ?

thanks in advance :)

The idea is you fit an Anaconda with the biggest shields you can, turrets set to fire at will, then park and wait.
 
all ppl denying that there is a problem, are the ppl currently farming kills for the feds it seems.
reasonable arguments will not work in this case :-(

isnt this the point? And i wounder if people realize this is a capital ship... lol not a small little tinker toy. It's suppose to be OP
 
Unintended consequences (which may well constitute a "bug") of certain game mechanisms are being exploited.

So it's unintended for a Capital ship to give an avantage to his faction ?

Btw I tried the camping, profit are low. No more than 1.5m Cr/h, I can do the same by pew pew ships in Warzone without help.
Also, it's far lower than Bounty Hunting (about 3m Cr/h) or trading.
 
So it's unintended for a Capital ship to give an avantage to his faction ?

Not even in the same universe as what I said and do not pretend you thought I was implying anything of the sort.

Btw I tried the camping, profit are low. No more than 1.5m Cr/h, I can do the same by pew pew ships in Warzone without help.
Also, it's far lower than Bounty Hunting (about 3m Cr/h) or trading.

No one is stating the profits, in absolute credits per hour, are huge. I can do much better if I'm actively participating, but that's completely missing the point.

There is no other way to make anywhere near this much money by doing so little. Solo traders with docking computers need to pay closer attention and put in more effort. This is one of the easiest ways to make money in the game, even if it's not among the fastest.
 
I think it does seem to raise the Solo/Open plus instances thing, we're meant to be playing in the same environment with effects being felt by Solo and Open alike - so if someone gets the Capital ship to bug out in Open it should also bug out in Solo ? or should capital ships only appear in Open mode maybe ?
 
I think it does seem to raise the Solo/Open plus instances thing, we're meant to be playing in the same environment with effects being felt by Solo and Open alike - so if someone gets the Capital ship to bug out in Open it should also bug out in Solo ? or should capital ships only appear in Open mode maybe ?

You are misunderstanding how instancing works in ED. The separate instances have no effect on eachother. Only the overarching background simulation is shared.

There are probably two hundred Lugh 11 High Intensity Conflict Zone instances right now, each with their own capital ship, that will live or die without touching any of the other instances.
 
First of all, hi everyone. I've been lurking these forums for months, but never made a single comment, this is the first one.

So, why did I decide to comment on this? I don't see anyone making a proper analysis of this problem, no real numbers to show on what scale is this happening, it's all guessing. Some are making it sound like everyone is doing it and it needs to be dealt with right away, while for some it is a non-issue. I don't know if people are afraid to come forth with this or what, so I'll provide you with my experience.

For starters, I want to say that I've figured out this thing is possible on my own, in one of earlier community goals, and decided to take full advantage of it. I kinda felt proud of myself, thought I was clever to figure out an efficient way to rack up lots of kills. Unfortunately, the goal ended shortly after I've started doing this and I couldn't find a new capital ship event for a while, there was only the one with the Imperial ship which was a horrible shot, until Lugh came along.
I wasn't aware that there was a capital ship zone at first, and have participated with a Vulture and a FDL in a different conflict zone, trying them both out and actually reaching top 15% contributors after a couple of hours. I think this should be first hint on the scale of this "exploit". I only needed few more million of camping with my Anaconda in order to enter top 5%, so that is probably the same percentage of people who are actually doing this.

Now, some numbers. My Anaconda has C rated shield, A rated power distributor and 8 shield boosters, all A grade, meaning it has monstrous shield capacity, very close to max possible in this game. And yet these shields aren't enough to allow for full afk farming.

I have spent almost 10 hours yesterday camping the capital ship. In that time I've made around 1500 kills and roughly 13 million credits. Some rough math says that you are making less than 1.5 million credits per hour with this. I have tried getting the exact numbers, but it didn't work out because I had to make a run for my life after just 30 minutes. Went to the toilet, got back and found my ship on 80% hull left, and rapidly losing more, escaped with 40% left. This has happened few more times afterwards. Sometimes you can leave it for an hour without even using one shield cell bank, sometimes you'll get a wave that will destroy you in 2 minutes, so I do not dare of leaving my room for any longer than 5 minutes. Losing my ship would cost almost 10 million in insurance, which is equal to around 7-8 hours of doing this, or just 2 hours of trading. Yea, this isn't nearly as good as trading in the Anaconda. Sure, it requires bit less effort, but it is at least equally boring. The only reason I'm still doing it is to reach Elite combat rank, and get access to Founders World, after that I'm done with it.

Does it feel wrong? I don't know, it does and does not in same time. It sure is lame to get a title of Elite fighter by doing nothing, but then again not everyone can do this, you need a 200 million worth ship to do it. I've seen claims that you can do it in a Sidey, Vulture and similar, but that won't be nearly as efficient, considering that with a maxed out Anaconda you can't even get 2 million per hour, unless you get real lucky perhaps.

Perhaps it boils down to some of old arguments, like should my big expensive ship be better than a Sidewinder? Should trading allow me to get an edge in combat with a better ship? There is no answer to these questions, some people prefer apples and some prefer oranges, as we often see in this forum. I remember seeing thread next to each other, one saying Vulture is underpowered, other saying it is overpowered, some wanting higher prices, some wanting lower. Whatever FD does, someone is going to be unhappy with it.

This isn't an exploit if it is a design choice, we just don't know if it is intended or not yet, but in any case people shouldn't be hating on others for doing this. Perhaps the main problem here is the disadvantage Crimson State Group is put in, which is again arguable. I've said that, according to what I've seen, maybe a bit more than 5% of contributors are doing this. No one knows how much money did they earn compared to others, but I really don't think it is such a massive advantage as some claim it to be. Bigger problem is probably the fact that a lot of players will rather fight for the Feds than for CSG, someone has already said this, people might think they'll lose reputation with them, I know that I wasn't sure about it, when I honestly wanted to have some fun and fight for the CSG, before I found out that there's a capital ship around Lugh 11.
Also, wasn't the Lugh event just a player initiated background simulation test? People shouldn't have some hard feelings about it if that is the case, test seems to be a success and FD will get a lot of data from this. I don't know about you guys, but I do have faith in them that they'll keep working on this and make a good game out of it. It is pretty obvious that it's a work in progress with all the placeholders, so some people need to take a chill pill and don't treat this as a broken final product. And who knows, maybe this PowerPlay patch is bringing an overhaul to this entire system that is being discussed here, we'll probably find out soon enough.

I apologize for the long post, this is the reason I avoid participating in forums lately, I tend to get dragged into something and lose a ton of time debating.
 
Thinking about this a bit more. If zones where there is a cap-ship did have the NPC spawns happen proportionate to the existing ship balance, and in larger groups - so that a cap ship with 10 allied ships and no enemy (an easy situation to create) didn't have a wave of 3-5 ships warp in, but a wave of 20, then life for a player ship would be somewhat more lively. For those fighting for the cap ship, the fact that large numbers of enemies appear means that the capship and friendlies can't immediately soak and kill off the wave - it will take some time and some risk. For those fighting against, there are windows where they have local numbers so that you can get some kills and/or make runs against the cap ship itself.

In those circumstances where the risk has been escalated, the chance to earn faster as a consequence is more justified.

Those wave spawns could happen less frequently so that the number of ships/hour turning up is approximately the same as now, but it would make it feel as if the enemy action is a bit more coordinated. There are NPC wings with up to 8 ships in already - having 2-3 of those jumping in in a single spawn seems within the bounds of possibility.

It would also hopefully make the difference between solo and open/group cap ship conflict zones less marked.

It would be quite nice if there were very few large allied ships in a cap ship zone and for fed/imp fighters to actually be spawned from inside the capship when a wave comes in, and then dock if all enemies are dispatched, but I'd expect that to be a lot more coding effort.
 
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