Love the idea of gambling and bribing officials. This would be ideal when we can walk around stations. Pop into station security and pay a bung, then into a casino.
I have to second that.
Love the idea of gambling and bribing officials. This would be ideal when we can walk around stations. Pop into station security and pay a bung, then into a casino.
I think the repair and refuel costs are much too low. Perhaps they were too high before the adjustment, but now they just feel trivial.
I'm not sure about credit sinks as I've seen others argue that they are not needed, but I personally feel it's too easy to accumulate credits once you're out of the smaller ships.
I get that the bigger ships like freighters should provide you with more easier credits faster, but I got a lot of enjoyment during my "early game" out of managing my scarce credit balance. It doesn't feel like there's anything which scales up that feeling of achievement from managing scarcity later on.
Cmdr. Edgar has a good point.
The repairs should cost a noticeable percentage of the cost of the ship. Flying a big ship should be expensive. We need reasons for people to start using smaller ships. Right now they have no pourpose, because once you buy a big ship the maintenance costs are vitually non-existant. Kids are flying Anacondas and FDLs and Pythons ganking people just because, once you have one, flying the biggest ships in the game is almost for free (maintenance and repairs cost pocket change).
Besides damage, every module should need maintenance repairs (not just the hull); and the cost of that repairs should be a percentage of the cost of the module. Using A-rated modules should be exponentially more expensive than lower rated ones. Just like they cost a lot more to buy, they should cost a lot more to repair and maintain. A multi-millon module should not cost just a couple of thousand credits to repair from 1%, that's absurd. Killing a couple wanted Sidewinders gets you the credits to pay for that kind of repair. It doesn't make any sense.
Also, the insurance system is completely broken. How on earth can the insurance be for free, for life and always covering 95% of the cost of the ships, no matter how many times you destroy it? It's ridiculous! Why should a person who destroys their ships every single day have the same insurance benefits as a trader or an explorer who takes care not to damage his ship? What kind of simulation is this? The insurance should cost credits, it should be optional, and the cost should be calculated depending on the player's behaviour. I'll say it again: We need reasons to start using the smaller ships. And an increase in the repair costs, fuel costs, and a remake of the insurance system should give us (all of us) plenty of reasons.
TL;DR: Yes, we need more credit sinks.
- If you incentivise using smaller ships by punishing big ships, you just make some people begrudgingly not use their favourite ship until they may so annoyed with the game to just quite.
- Massive repair costs for big ships don't even incentivise using small ships, but incentivise keeping shields up at all costs. Pythons filled to the brim with shield cells, spamming them left and right and flying home to restock before they run out, that's what you'd see again. Armour upgrades, hull packages? Who cares when you spend all your earnings for just a few hits on your exposed, armoured, upgrades hull? And Vultures, there'd be even more Vultures than right now.
- Insurance is not free. If we imagine the insurance being part of the initial purchase, we can imagine the rebuy cost being the insurance fee for the next time, in advance. One may twist it around in any way, but it certainly is not free and I don't want to see the Star Citizen insurance system in ED (their planned death&insurance mechanics is what made me not back SC in the first place).
Insurance is not free. If we imagine the insurance being part of the initial purchase, we can imagine the rebuy cost being the insurance fee for the next time, in advance.
This is the only way the Insurance can make economic sense, if the purchase cost of everything is about 5 times the real cost then along with the insurance fee you could lose 6 ships before the insurance company starts to lose money and as most pilots will trash more ships early in their career when the ships are cheap then it could actually work as a profitable business proposition.
As I understand it, that screen says the insurance covers 95% of the total cost of the ship. And in that case the 5% left is not the insurance fee, it's just a part not being covered. And if that's true, then the insurance IS free. I may be wrong of course.
You seem to have missed the bit where I said "if the purchase cost of everything is about 5 times the real cost"
So take an imaginary ship that costs you 50,000,000 but only cost the manufacturers 10,000,000 and the insurance company takes the other 40,000,000.
You destroy 4 ships so you've paid 50,000,000 + ( 4 x 2,500,000) = 60,000,000 for 40,000,000 worth of ships.
So unless you destroy more than 6 ships the insurers will make a profit.
I'm not saying this is the model used, it's just the only model I could come up with that would actually work given the circumstances we have.
So unless you destroy more than 6 ships the insurers will make a profit.
... if you are aiming for elite status or exploring, credits have no real meaning, so no need for sinks. Once you have more money than you need, you can measure progress against other more interesting metrics.
I'd like to install a Water Purifier made out of Platinum on my ship.
I'd pay millions for that. As long as it produces Purer Water (tm).
<snip>...
My question to the community is, do you think these credit sinks are sufficient & balanced cost wise?
Would you like to see other ways to spend/invest/sink those credits back into the game?
What are your suggestions to expand or improve this in ED?
<snip>...
IMHO what is missing is the "other" side of the economy, i.e. the funding of the Major/Minor Factions and soon the Powers. Where do they get their money from to pay out all those bounties, to run all those authority vessels and to wage all those wars?
Very simple.
So you feel you are getting too rich, and have no challenge anymore?
Bear in mind this is a luxury problem for a minority of players (trade-grinders, mostly); at least as of yet.
I, for one, would much rather the developers worked on more important improvements and upgrades than finding money-sinks...
Solution to the luxury-problem:
Delete your save, start from scratch. Play the game on level with the rest of us. Problem solved.
Right, fly a Hauler in a universe full of Anacondas. That should be challenging enough, right? BTW I was being sarcastic
IMO these changes should affect all players, otherwise they won't be effective at all.
The game all has a long way to go to get to the vision that David Braben had in mind. There is still the player run outposts that are yet to be out in the game, along with planet landings and possibly a FPS side to the game.
On another note have you looked at how much it would cost to fully upgrade a anaconda?