Decent credit buff in all areas

no buff needed^^" there are so many ways to make really good money :p

id like to see higher bounties for murder etc... it just doenst feel right that a lawenforcing entity like a government would let you get away with a few 1000 bugs bounty für shooting someone out of live that invested millions for a conda :D
 
Considering I know all of the little tricks you've mentioned (I powerplant snipe almost all the time), I think this has more to do with combat rank than anything else. I very rarely get any kills worth more than 200k even with a kill scanner (I'd say 90% less than 200K, 8% ~220k, and 2% 300k or higher). This includes Clippers, Condas, Pythons, FDLs, and even FAS. It seems strange because I'm 70% into Dangerous, which is the third highest rank in Combat, and the targets I kill range anywhere from Master to Elite.

It's RNG.
If you see a high number of low paying ships, RNG decided against you. It might be related to your combat rank vs. the Bounty targets, too - I'm only Master Combat ranked, but I've seen more than enough variance in same Rank, same day, same Res to give the RNG more weight.
Even so, I've made a little generic calculation.
Goal is to get 1 Million worth in ships.
With 300k ships, you need 3,3
With 150k ships, you need 6,6
If RNG evens out over a certain amount of ships, you get a non-weighed average of 4,75 large Ships per Million Credits.
To get 4 Mio per hour, you need an average of about 20 ships with an averaged value - that's one ship every 3 minutes.
To get 5 Mio per hour, you need an average of about 25 ships with an averaged value - that's one ship every 2,4 minutes.

Conclusion: speeding up your killspeed by 20 seconds per kill -which is not much-, will add up to a million more credits over the hour.
Even taking a low "average ship value" of 150mio, and needing about 6,6 ships/mio, that's about 13 ships an hour for the 2 million mentioned above. Around 4.5 minutes per ship. If you can speed that up to 3 minutes per ship, you're already at 3 mio - with the lowest average value.

I've seen that sort of "non-optimized" bountyhunting at a few streamers. They kill a ship -and the kill is fast, specially with a larger ship- then turn in circles for half a minute, trying to find the next ship and then leisurly stroll there with 1-2 pips in engines. And 1-2 boosts. You can -in a FAS at least- pretty much double your travel speed or halve your travel time with 4 pips in Engine, Boosting as soon as it's ready - combat loadout is 180ish with 1 pip no boost and 380ish with boost - boost being useable every 6 seconds instead of every 27 seconds with 1 pip. FDL is a bit different, having a higher 0pip speed (250ish) with "only" 390ish in boost topspeed - but overall it should be quite a bit faster than the FAS.

Knowing the tricks and executing them meticulously with *every* kill makes the difference. I don't usually bountyhunt for more than an hour or 90ish minutes - it gets quite tiresome and I get sloppy.
RNG might make even more of a difference, but you can 'play around' that.
 
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I'd like to see a reduction of all ship-related prices instead. Refund all players who own assets for which prices will go down. Then implement mechanics which introduce running costs, like ship crew members, so that larger (and in theory more expensive) ships require a higher income to operate. Players in big ships should not fear a high insurance cost, they should know beforehand that going to war in a big ship is going to cost. Finally, balance out the game professions which currently make obscene amounts of money compared to the others.

Loved this summary, it mirrors my own thoughts on how spending should have been all the way back when the game was released, I never really understood why the biggest ships had such huge values compared to the cheapest and certainly would have preferred running costs and higher insurance costs and much cheaper ships (so insurance would probably finish about the same as it is currently, but would be more relevant a cost)
 
Loved this summary, it mirrors my own thoughts on how spending should have been all the way back when the game was released, I never really understood why the biggest ships had such huge values compared to the cheapest and certainly would have preferred running costs and higher insurance costs and much cheaper ships (so insurance would probably finish about the same as it is currently, but would be more relevant a cost)

While I do wish ships and insurance were cheaper, the running costs idea doesn't seem like a very good one. Theoretically it sounds fantastic, but in practice it would be detrimental. Powerplay Merits are effectively the same mechanic; things deteriorate and require upkeep. I'm fairly certain that a large portion of the player base cannot afford or have the time to participate in Powerplay past Rank 2 or 3.

So yes, they could buy the big ships, but they'd never be able to use them for very long. If you balanced it so that said players could afford it, the required upkeep would likely be so minimal that the rest of the playerbase would barely notice it and brush it aside.

All you'll be doing with running costs is further push the casual player out of the game.

Why do we want the ships to be cheaper when a person can already buy a cutter in a few hours of gameplay?

As of right now since the game is effectively incomplete (as in it has it's bare bones basics and that's about it), Elite's main content is, in fact, the ships you can fly in and how you can outfit them. People want to obtain ships faster because it provides them with more content to play with. As it stands right now, you can spend hundreds of hours just trying to get money for a single ship only to repeat that grind just to be able to outfit and insure it.

When more expansions are released, the complaint of how long it takes to get the bigger ships will be gone because there will be far more things to do in the game than just buying and upgrading ships.
 
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Sounds like a question for FD.
Its been a while since I've blown up but if I recall when your ship is actually exploding at the last second before you can eject you see the explosion rip into the cockpit. Again it's been a long time since I've died and I'm sure the ship matters but the evidence shows that you can't eject before the ship exploded. And the showing up as the same commander could just be "video game logic". Alternatively if you don't like coming back to life you could do one death characters which I would love to do once we have more commander slots.

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While I do wish ships and insurance were cheaper, the running costs idea doesn't seem like a very good one. Theoretically it sounds fantastic, but in practice it would be detrimental. Powerplay Merits are effectively the same mechanic; things deteriorate and require upkeep. I'm fairly certain that a large portion of the player base cannot afford or have the time to participate in Powerplay past Rank 2 or 3.

So yes, they could buy the big ships, but they'd never be able to use them for very long. If you balanced it so that said players could afford it, the required upkeep would likely be so minimal that the rest of the playerbase would barely notice it and brush it aside.

All you'll be doing with running costs is further push the casual player out of the game.



As of right now since the game is effectively incomplete (as in it has it's bare bones basics and that's about it), Elite's main content is, in fact, the ships you can fly in and how you can outfit them. People want to obtain ships faster because it provides them with more content to play with. As it stands right now, you can spend hundreds of hours just trying to get money for a single ship only to repeat that grind just to be able to outfit and insure it.

When more expansions are released, the complaint of how long it takes to get the bigger ships will be gone because there will be far more things to do in the game than just buying and upgrading ships.

The problem stems from the ideology that once you get the end tier ships you're done. Now that I'm in an anaconda I have never had so many options. I've done mining trading combat and a little bit of exploring in the vessel. If anything once you get these late game ships even more of the game opens up to you.
 
On the other side of the coin a brand new player can own a cutter in about 25 hours of play time.

The cutter with 250 Million credits (assuming smuggling at 10M per hour) is a glorified trading ship. It's going to go from point A to point B ad nasuem.

If someone spends 25 straight hours to get a cutter (and I suspect it would take longer, as they'd have to get a decent Asp Explorer and Trade rank for smuggling AND the Naval Rank first), more power to them. That's some commitment.

The problem stems from the ideology that once you get the end tier ships you're done. Now that I'm in an anaconda I have never had so many options. I've done mining trading combat and a little bit of exploring in the vessel. If anything once you get these late game ships even more of the game opens up to you.

That is probably Elite Dangerous's main weakness; it's having the ships you want and not fearing the rebuy screen (whether that be from a surplus of credits or skill in combat) that allow players to just roam around and enjoy the game to the fullest. I'm having far more fun bounty hunting in a Haz Res now that I have both an A rated Corvette and A rated FDL (though need armor for both) because I don't have to worry about how much money I'm making; I can afford to fly both and the FDL's Military armor is relatively cheap.
 
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The cutter with 250 Million credits (assuming smuggling at 10M per hour) is a glorified trading ship. It's going to go from point A to point B ad nasuem.

If someone spends 25 straight hours to get a cutter (and I suspect it would take longer, as they'd have to get a decent Asp Explorer and Trade rank for smuggling AND the Naval Rank first), more power to them. That's some commitment.



That is probably Elite Dangerous's main weakness; it's having the ships you want and not fearing the rebuy screen (whether that be from a surplus of credits or skill in combat) that allow players to just roam around and enjoy the game to the fullest. I'm having far more fun bounty hunting in a Haz Res now that I have both an A rated Corvette and A rated FDL (though need armor for both) because I don't have to worry about how much money I'm making; I can afford to fly both and the FDL's Military armor is relatively cheap.

I would far rather fear the rebuy screen than the repair refuel and rearm screen. And I agree combat is by far the most gameplay in the entire game. But it's also the most expensive to do. Sure you can stay in the cobra mk3 and be a space ace all live long day but you want the big ships with the big guns. And that takes money, so you do some trading to get back to the combat faster. It's what I did once I got my Python it's what all of my friends have done and it's what one of my friends is doing so that he will never have t worry about blowing up ever again. Not because he'll never die (though he's pretty good) but because it's not hard to get a nice fat cushion on your account. I don't want to see the pay decrease and I would love to see the money increase overall because living in fear of taking your ship out sucks. It's not fun. But at the same time we shouldn't run out of things to do because within 40 hours of gameplay we've done everything.

Also to whoever said you can reach a cutter in 25 hours I would love to see cold hard proof on that. Assuming you make 1 million even every single time you make a single jump trading that can take anywhere from 4-7 minutes depending on the star distance and other factors. At most assuming it takes you 7 minutes to do your jump, at most you can only make 205 million credits in 24 hours. On top of that you would have to grind up to the rank you need to earn the cutter which if anyone's done that grind know a how long it takes.
 
Also to whoever said you can reach a cutter in 25 hours I would love to see cold hard proof on that.

Doing Robigo long distance smuggling runs I average 15m an hour smuggling at tycoon trade rank. So I can farm up a 209m Cutter in about 14 hours from having nothing.

What about Faction Rank you ask? 95% of the Shadow missions from Robigo go toward Imperial rank. Which is in my opinion the second fastest way to rank up. Easily done in 14 hours.

What about Trade Rank you ask? New character with no Trade ranking will make less money starting off, but would rank up insanely fast with Shadow missions (I have). Even with no rank you would still make about 8-10m an hour.

With all this being said, and doing the math a Cutter can be obtainable within 25 hours of gameplay.
 
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Doing Robigo long distance smuggling runs I average 15m an hour smuggling at tycoon trade rank. So I can farm up a 209m Cutter in about 14 hours from having nothing.

What about Faction Rank you ask? 95% of the Shadow missions from Robigo go toward Imperial rank. Which is in my opinion the second fastest way to rank up. Easily done in 14 hours.

What about Trade Rank you ask? New character with no Trade ranking will make less money starting off, but would rank up insanely fast with Shadow missions (I have). Even with no rank you would still make about 8-10m an hour.

With all this being said, and doing the math a Cutter can be obtainable within 25 hours of gameplay.

At merchant rank the largest payout I could get was 1.2 million and took almost an hour alone to get to Robigo. But you don't include the actual missions to increase the ranks and the time it takes for you to go back to Robigo and to get the necessary capital starting off to get a cobra let alone the FSD to get you to Robigo quickly.
 
What about Faction Rank you ask? 95% of the Shadow missions from Robigo go toward Imperial rank. Which is in my opinion the second fastest way to rank up. Easily done in 14 hours.

What about Trade Rank you ask? New character with no Trade ranking will make less money starting off, but would rank up insanely fast with Shadow missions (I have). Even with no rank you would still make about 8-10m an hour. ...

well, i started a new account back in autumn. to get the second number right: without trade rank, you are more looking towards 6-7 mio per tour (! not hour) (without mode switching) - and you need to know how to do it (which a new player doesn't know). ranking: no way like you describe it (while i'm broker with that account, i'm ranked master in the navy). e.g.: theoretically maybe, practically not.
 
Also the failure issue where you suffer serious fines when you get scanned. And with how many reps were talking about it's not a possibility it's an eventuality.
 
Honestly trying to prove the claim is of no concern to me. Do I think its very likely it can be done? Yep. However the purpose for saying it was to show how easy it is to make credits in elite dangerous already. There's already a video of a guy floating around somewhere that made a new account and farmed up an anaconda in 24 hours.
 
there is no need to increase the money... you should not be a billionaire in a week / month...

If you 'grind' play that is your choice... that is not my choice... about 3 months ago I brought a Python and outfitted it for combat, without grinding, playing the game I want to play, and am now working my way on towards owning an anaconda at some point...

For me at least, I enjoy doing what I do and as soon as something starts to feel like it is a bit 'tedious' I stop doing that and do something else, eg: trade for a bit, get bored with it, explore for a bit, get bored with it, go shooting things, go mining, partake in CG's, play with the BGS for my chosen minor faction etc... and the credits do indeed come, as do the rankings... Currently Dangerous, Broker, Ranger and hopefully by the time I get back from the DWE I will become elite in exploration and then will probably use the money to outfit a trade ship and do some trading for a bit, then when that gets boring again, jump in my combat ships and go have some fun shooting up the galaxy again
 
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