Proposal Discussion Defined Risk Reward Mechanics

Risk vs reward is a very popular theme for the key game mechanic, however I think significantly more thought needs to be put into how risk and reward are passed back to the players at different stages of the game and how player choices affect their own risk / rewards.

Rewards are things like cash, goods, vanity items, titles, access.

Risks include the loss of things offered as a reward, you ship, your cargo and your time spent playing.

The size of the risk needs to be offset against the size of the reward and keep the capabilities of the player in mind. The same mechanics could also be used to shape player behaviour at different stages of their game.

Insurance plays a key part of this, and by placing it in players hands removes resentment. The player chose their coverage.

This also feeds into the new user experience, it's easier and safer to get going, and like any good addiction, bites when you're in deep.


Some of my ideas (not all of them good) include

  • Insurance, like the real thing is dependant on presented risk. Make the insurance policy feel real, make it something you buy in advance, it should make sense from the perspective of an insurance company, not just be a death tax.
  • The less you have, the more insurance covers. New players get awesome coverage and only loose their time (ship back, cargo back, free hug). Players with huge ships and all the toys get less for a higher price.
  • The more cargo you move, the more expensive it is to get it all insured. Cargo insurance pays your cost / market average whichever is lower. Getting 4 items covered is easy, getting 100 .. not so much.
  • Carrying weapons linked to insurance - If you do, you get less. If you don't you get a much better deal.
  • If you opt to play pirate then a key risk is the inability to get insurance. You loose, you loose it all. (after-all, who are you going to buy it from, another pirate? good luck!)
  • Legal or Pirate grants access to certain places. Can't dock at a pirate base if you're not a pirate, pirate bases have awesome perks not to mention community.


What would make the game fun for you ?
 
I like your insurance ideas, and totally agree that there has to be more risk involved, it's too easy to keep 10% of your ship loadout cost in the bank, death has no meaning any more, like it did in Frontier :D
 
It's not that death has no meaning, it's just means different things to different players at different points in the games. A newer players death is a painful expensive experience as all progress gets wiped clean and they are bombed back to sidewinder, older players with cash in the bank .. nothing an hours trading wont cure, big deal.

Which is kind of the wrong way around.
 
I think the answer is to have larger insurance premiums for more expensive ships, as you'd have in real life (rather than just a simple percentage).
 
It's not that death has no meaning, it's just means different things to different players at different points in the games. A newer players death is a painful expensive experience as all progress gets wiped clean and they are bombed back to sidewinder, older players with cash in the bank .. nothing an hours trading wont cure, big deal.

Which is kind of the wrong way around.

Well spotted!
 
Thread after thread of people getting bombed back to zero, mistakes, bad judgement, being new. Thread after thread of people basically saying 'awww, poor baby'.
 
I


  • The less you have, the more insurance covers. New players get awesome coverage and only loose their time (ship back, cargo back, free hug). Players with huge ships and all the toys get less for a higher price.


What would make the game fun for you ?


I like your proposals, but i hate the quoted one ship back cargo back deal is a no go for me.

But love the others. hope such thing will be implemented. Feels so much more real and logical to me.
 
I think they have thought a great deal about the risk / reward balance. Elite games have the habit of letting you do what you want, even if it is a TERRIBLE idea. Rather than forcing balance through game mechanics like varied insurance, the onus is on you, the player, to judge the risks.

All the information you need is (or will be) available to you. If things go wrong, you messed up (yes, yes, right now, it's not always the players fault, because some things aren't there / don't work well yet, but the principle holds). Learn from that, and do better next time. Some players currently find trading and / or combat too easy, using the exact same rules and tools you have access to. It's up to you, the player, to figure out how to replicate that for yourself, not for the game to spoon feed it to you.
 
-Make warship insurance expensive. Losing a warhsip should sting as much as losing a freighter with its cargo. The more guns you have, the more expensive the insurance. (I don't think my car insurance would agree to insure a MiG 21 at all if I somehow managed to get my hands on one)
 

Robert Maynard

Volunteer Moderator
I like your insurance ideas, and totally agree that there has to be more risk involved, it's too easy to keep 10% of your ship loadout cost in the bank, death has no meaning any more, like it did in Frontier :D

With a save-game in place to revert to on a whim did death really mean so much in Frontier?
 
-Make warship insurance expensive. Losing a warhsip should sting as much as losing a freighter with its cargo. The more guns you have, the more expensive the insurance. (I don't think my car insurance would agree to insure a MiG 21 at all if I somehow managed to get my hands on one)

From an insurance companies perspective, disarming everyone would result in fewer payouts, so certainly running without guns should give you a cheaper policy .. running with all the guns, well you're just looking to get into a fight.

(Also would feel a bit less starwars and more firefly.)
 
>> disarming everyone would result in fewer payouts,

Except for anarchy systems. And factional warfare. And pirates. And bounty hunters
 
And ? As long as the policy and prices made sense from an insurance companies perspective, if the player chooses to follow a more risky path, then so be it.
 
The insurance system as it is currently is a joke, the trigger happy guys are the cause of payments and should therefore be the ones with the heavy losses. Losing a warship incurs a penalty that is for all forms and purposes painless and therefore completely irrelevant.
 
I can certainly see why you'd think that, but things will improve. A lot of the balance factors just aren't there yet. The trigger happy types will get theirs, worry not
 
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