Haven't you answered your own question???
They're not just the big ships...they're the BIGGEST ships...so in any normal distribution...you'd expect FEW players to be in them...just as you'd expect (relatively) FEW players to be in the SMALLEST ships...you'd expect a distribution around the middle wouldn't you...
So the ability to RACE towards them by exploiting Game-Loopholes inherently unbalances the game EXPECIALLY as Frontier has neglected to put in any mechanisms to make running an incredibly complex interstellar vessel actually COST money - no Taxes, No docking Fees, no cost to store a ship, no need to ever service or maintain your ship etc etc...oh and as a final nod it includes the "Get out of Jail Free" card of the rebuy...without EVER having to pay an insurance premium...
Trade, as Steve said last stream is a heart of Elite Dangerous.
There's nothing to spend money on except rebuys/buying new ships which kinda eliminates money 'worth' feeling at all. You can do whatever - you know you can earn few millions easy and too fast and they won't disappear anywhere.
Why should fuel be expensive in Elite? It is basically a renewable resource with billions of years of availability.
I no longer see credit balance as progress.
So basically make everything more expensive while potentially lowering credit rewards?
How about scaling the module and ship prizes as well?
Have a look at the prize for Reactive Surface Composite bulkheads for a Cutter, just for fun. That's 492.541.000 credits (coriolis.io). That's like 2,46 Cutters. Who came up with this insanity?
And just how many hundreds of hours should it take? 500? 800? 2000?
Who gets to decide exactly how long it takes?
Then when they add their own rules in their virtual space world they are not happy when others they meet in the ED universe don't play by their rules.
We had higher fuel costs and higher repair costs back in the day. Everyone complained until they made them lower.
All your points are invalid. (touch harsh here - RZ)
A game like elite needs a clear progress line, not a fully balanced system.Playing time and deep understanding of the game should give you progress and a clear advantage over other players.
Some good points, but its a tricky thing to get right. Too high costs, people complain that certain activities cost too much to bother with.
Before any changes like you propose are done, FD really need to sort out the whole risk/reward business with missions and other activities. 100 million per hour for zero risk compared to (for example) an Elite ranked retrieval mission where you need to extract goods from targets, that gets you wanted, and can take well over 30 mins, and pays out peanuts in comparison.... something is messed up with that.
That certainly sounds like a reasonable goal, but it can't be done without major (as in "different game" major) redevelopments of the core professions.
Trading: with a few exceptions like rares trading, or if there's a good trade route involving an outpost, bigger is better. Your profit is approximately proportional to the size of your cargo hold
Combat: bigger usually helps up to a point, but especially with the ridiculous boosts engineering gives, a FAS and a Corvette will both kill targets faster than they arrive in a RES. Even a Sidewinder can earn lots in a High RES just by hanging around and helping the cops finish off targets on their last few hull %.
Exploration: A Sidewinder can make as much money as any other ship (though there are reasons to use other ships for non-financial benefits)
So where do you balance? If you balance so that trading and exploration make a similar amount of money in a Sidewinder, then anyone flying a Cobra (never mind an Asp or Anaconda) is going to be making far more from trade than exploration. On the other hand, if you balance it for an Anaconda, new players in Sidewinders will be able to make massive amounts of cash from exploration compared with what they'd make from trading.
Fuel
I really think fuel costs are unfortunately, laughable. I do remember times when re-fueling your ship actually meant something. I think shortly after release FD did 'ease up' fuel burden on players, which was quite understandable, but they did forget to raise it up after all missions, bounties, etc. increases occurred during last 3 years.
One of the most constant expenses in the game, fuel shouldn't cost crazy money, but now it's simply a joke. Few thousand credits at the most. Cost of fuel should go up at least few times, so sometimes people could really consider fuel scoops as money saving module. Now it's just necessity for explorers or for ships who like to travel far.
Again, if military installations, prison colonies, remote outposts would have x2, x4, x6 fuel prices (as some remote places in real life) - that would make totally perfect sense and would add up to the game immensely. Cheapest fuel - on refineries and places where fuel is harvested and quite populated systems, most expensive fuel - military, remote, prison places.
Also, if fuel price would fluctuate globally slightly, that would make total sense and would make game more interesting. Change global fuel prices with server ticks on Thursdays... Why not?
This changes with fuel prices, imo, are not that hard to do, and I would love that FDEV would consider it.
Your thoughts?
I really think fuel costs are unfortunately, laughable... One of the most constant expenses in the game, fuel shouldn't cost crazy money, but now it's simply a joke. Few thousand credits at the most. Cost of fuel should go up at least few times, so sometimes people could really consider fuel scoops as money saving module. Now it's just necessity for explorers or for ships who like to travel far.
But we should consider to buff it somehow so most lucrative trade routes could be on par on what can be earned with missions.
It's not about nerfing so much as just balancing. The can lower passenger missions to be in line with everything else, or they can raise everything else to be in line with passenger missions. I think they are "balancing" bounties around what most missions and things pay, but there are a couple of things in the game that pay orders of magnitude more than everything else of similar difficulty and time investment.
It seems like this discussion is about balancing, not necessarily nerfing.
Yes, but that was way before mission/RES/bounty/etc increases. Back in the day money making in ED was kinda tough and Anaconda seemed like a few months work - which in most it took.
But during those days you actually feared rebuys and was much more calmer/reasonable with what you do within a game.
The OP seems to think we should spend hours grinding for our money to A rate ships, but i ask the OP what good will that do? Rank missions all ready boring and broken to the point people are mad. I dont care is money is easy to come by i want to be able to buy all the ships and try all the builds cause this game is a sandbox not a grind simulator.
Programmers wouldn't (or at least shouldn't) be the ones doing the balancing. The programmers, artists, etc can get to work on new features. Balancing should only require a non-programmer who understands balancing and knows how to edit a database.
Thing is, for most roles the big ships aren't that close to "perfect at everything".I know people don't want ED to become EO with cockpits, but as you add more ships you MUST set them a role with the stats to prove it - or see some of them forever ignored - and there must NEVER be a ship that is so close to "perfect at everything when engineered" that to fly anything else only comes down to a player WANTING to have limitations.
You may want to check your "advanced maintenance" tab the next time you're in a starport, as your ship is likely to have 30% less hull strength than it says it does.Frontier has neglected to put in any mechanisms to make running an incredibly complex interstellar vessel actually COST money - [...] no need to ever service or maintain your ship
It didn't make any logical sense, but it probably was actually the better balance ... or rather, it would have been had the earning capability of the big ships scaled in the same way as their fuel costs scaled. Obviously it was easier for Frontier to bring the fuel costs in line with everything else rather than to bring everything else in line with fuel costs.The main issue with the 'old way' fuel was priced was that it varied based on the ship size... not the amount of fuel used. So, today, A DBX with a 32 ton tank costs the same to fill as a Anaconda with a 32 ton tank. Then, the Anaconda would cost 10's or 100's of times as much... for the same amount of fuel... just because it was a large ship. It was to the level that it was not economical to ship any cargo without a fuel scoop. You would burn all your profits on fuel... even with high value cargo runs.
That's really not how game balance works. For the minor stuff, sure, if the price of Copper is too high, someone can go in and tweak it lower in the databases. That isn't the financial problem in Elite Dangerous. The financial problem in Elite Dangerous is that none of the professions scale in earning potential in the same way, and they're all hideously out of step with the relative prices of the ships in various directions. Fixing that would need complete redesigns of how trade, combat and exploration fundamentally worked ... and that would most certainly need a programmer. Maybe two.Programmers wouldn't (or at least shouldn't) be the ones doing the balancing. The programmers, artists, etc can get to work on new features. Balancing should only require a non-programmer who understands balancing and knows how to edit a database.
I´m playing Elite since 1.0. I wish we could get the rewards fom 1.x again so you could feel the progress in game again. But there is a big BUT. It makes no sense if we get a few thousands as rewards but the running costs and rebuys is tenth of millions. The rewards HAVE to increase (massivly) when we progress to a bigger ship. Dont know how, perhaps goldrush times or reward beeing connected to the navy rank or whatever.
i want to be able to buy all the ships and try all the builds