Mode switching for missions and Smeaton Orbital [200mill/hour]

This wasn't done in answer to any donkey holes whim. This is to extend the product lifecycle and limit commanders capabilities to buy the nice shiny things that are coming. To blame it on "reporters" when winding back policy is just plain rude to everyone.
I'd think it's more related to how the player faction in Smeaton is negatively affected by the broken financial system there so that they cannot even have a sensible gaming experience. I could be wrong. Why do I care, I've made 10's of billions :)
 
Ach easy to assume something nefarious when it could just be these things are harder than they look. I've been on the other end of that knowledge divide and it's a real ache.

As have I and if learning hasn't happened within 6 months, chances are it never will. The fact that four years down the line it's still happening is insightful.

I'd think it's more related to how the player faction in Smeaton is negatively affected by the broken financial system there so that they cannot even have a sensible gaming experience. I could be wrong. Why do I care, I've made 10's of billions :)

Oh, who hasn't. lol Moreover, I never wanted to own my own megaship...a small share will do ;-)
 
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Ach easy to assume something nefarious when it could just be these things are harder than they look. I've been on the other end of that knowledge divide and it's a real ache.

Except when they have already demonstrated, live in game, they have the ability to implement long term solutions and simply do not do it. Then it starts to seem more intentional.
 
Holy smokes, is that how much it changed? Talk about Python levels of nerfage. I guess it's still less than aliens coming down and literally nuking the other money farm from orbit.

Well they can add more aliens (thargoids) but no one has the money for the rebuys[wink][wacky][wacko]
 
Except when they have already demonstrated, live in game, they have the ability to implement long term solutions and simply do not do it. Then it starts to seem more intentional.
Do you mean this nerf now? If not then disregard the rest

I wouldn't call turning that calculation off a long term solution - they have said this is just temporary until they can fix it so it's more in line with something sensible so it makes sense it's something more complicated than just changing a multiplier. Maybe they'll return it as is and do something like the increase in passenger numbers - who knows but this isn't the long term solution right now. Plenty of other ways to make money and no rush at all.
 
As have I and if learning hasn't happened within 6 months, chances are it never will. The fact that four years down the line it's still happening is insightful.



Oh, who hasn't. lol Moreover, I never wanted to own my own megaship...a small share will do ;-)

I only made about 2B... v_v
 
I realy don`t get the dev`s at FD, they seam to want players to PVP, adding wings multi-poo QCQ yet they still dont get that players need money to do so, let the players get the money and they will PVP more. Just watch any PVP on youtube and look to see how much money these player have, they dont need to worry about money thats why they PVP, you will not find meny with low money PVPing.
All they are doing is adding more grind on top of more grind by making it harder and harder to make money.
Dose not make sence to me.:S

Imagine I fancied taking my Cutter into open for a spot of PVP. Lose it once, that's 55m I need to find. At the moment I couldn't afford to lose it a second time because despite having no shortage of assets, everything is sunk into my ships. I've also still not got round to buying a T-10, the Crusader is coming and I have a list of about twenty items of gear that I need to upgrade across a few of my ships, which will be about another 300m. That's most of my next billion spent.

Having things to aim for in the game still is great, I'm quite a target-focused gamer so it's good that I have these things to pitch for. The trick though, is keeping those targets stretching but achievable. At 100m per hour, my targets aren't particularly stretching. At 1m per hour they aren't particularly achievable.
 
I only made about 2B... v_v

I've only got 5bil in the bank mate, but assets would double that, mostly built up over time doing stuff other than passenger missions. I'm happy to sell that stuff off to fund "actual fun", until only the Python remains. At which point I'll fly her into the nearest sun, so no one can has my stuffs.

2bil will be plenty to get in on the big stuff, unless tardery kicks in from the decision makers again.

Just cross your fingers and don't do much dying.
 
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Do you mean this nerf now? If not then disregard the rest

I wouldn't call turning that calculation off a long term solution - they have said this is just temporary until they can fix it so it's more in line with something sensible so it makes sense it's something more complicated than just changing a multiplier. Maybe they'll return it as is and do something like the increase in passenger numbers - who knows but this isn't the long term solution right now. Plenty of other ways to make money and no rush at all.

The chances are high this nerf will end up being the solution in the end that they choose, so people need to be vocal now to make sure that isn't the case.

Like I said: The problem is that credits are too much of a gate to doing what you want to do. Combat? Exploration? Trading? Everything of that sort costs at least around 20m credits to do. And then engineering is a whole other kettle of fish, soon to be made even more of a problem with 2.5.
 
The most amazing thing about this is that the players who complained about this bonus in the missions, benefited in a previous time, and now, who no longer need money in the game, are hindering the other players. What do other players do, really bother you that much?
 
I think there was a missed opportunity here.
The nerf was a lazy way of fixing this.

More gameplay for the credits would have been better.
More interdictions, more fighting your way across the vast distances would have been preferable, allowing people to keep the money but bloody work for it.
Tougher pirates with engineered weapons.

Instead of watching Netflix.
 
Ach easy to assume something nefarious when it could just be these things are harder than they look. I've been on the other end of that knowledge divide and it's a real ache.

The beta is about to start, they said they'll be doing stuff about it during that - loads of other ways to make money - it's just really not a big deal at all.

I don't even think it's nefarious. Braben said early on that there would be limited time 'gold rushes'. Being that I haven't seen anything outside of these extreme cases that are either nerfed or completely removed from the game, I'm just putting what he said there.
 
Imagine I fancied taking my Cutter into open for a spot of PVP. Lose it once, that's 55m I need to find. At the moment I couldn't afford to lose it a second time because despite having no shortage of assets, everything is sunk into my ships. I've also still not got round to buying a T-10, the Crusader is coming and I have a list of about twenty items of gear that I need to upgrade across a few of my ships, which will be about another 300m. That's most of my next billion spent.

Having things to aim for in the game still is great, I'm quite a target-focused gamer so it's good that I have these things to pitch for. The trick though, is keeping those targets stretching but achievable. At 100m per hour, my targets aren't particularly stretching. At 1m per hour they aren't particularly achievable.

Is that a bad thing, though?

If you build a combat Cutter you are capable of, pretty-much, slaughtering almost every other ship in the game without risk of losing yours.
At will.
As often as you want.

Take away the funds for unlimited rebuys and you will, sooner or later, be forced to stop flying that Cutter quite so casually.
And if you down-size to, say, a FdL or Python instead then it'll mean people in armed trade-ships will have a better chance of defending themselves against you.
 
The chances are high this nerf will end up being the solution in the end that they choose, so people need to be vocal now to make sure that isn't the case.
That would go against what they've said - give them the chance.
Like I said: The problem is that credits are too much of a gate to doing what you want to do. Combat? Exploration? Trading? Everything of that sort costs at least around 20m credits to do. And then engineering is a whole other kettle of fish, soon to be made even more of a problem with 2.5.

Er... wa... huh...? You can do all those things in a sidey. 20m is plenty easy to earn on your way up from there with loads of options of how to do it. How long do you think that should take you from scratch?

Engineering is still optional so not that big a deal, but I agree the new system is more grindy. Hey don't tell me - it's almost exactly what I predicted would come of all this and what people were asking, but actually bit milder lol. But that's best kept to it's own topics, it's got enough
 
I've only got 5bil in the bank mate, but assets would double that, mostly built up over time doing stuff other than passenger missions. I'm happy to sell that stuff off to fund "actual fun", until only the Python remains. At which point I'll fly her into the nearest sun, so no one can has my stuffs.

2bil will be plenty to get in on the big stuff, unless tardery kicks in from the decision makers again.

Just cross your fingers and don't do much dying.

Oh I am doing quite well really. Being one of the "newbies" the vets seem to complain about given I picked this game up on a whim back in Dec.

The thing is Smeaton (and actually Exploration for my initial 100M on a 14kly trip) got me to where I could actually do the things I wanted. Or perhaps it is better to say, it got me to where the options of what I can do are significantly expanded. I managed to get a Corvette and Anaconda A-rated. I just finished my Imperal rank grind today and have 1.2B Cr for A-rating the Cutter I will buy tonight.

Before Smeaton I could only dream of doing a silly SagA* trip in a Corvette. Now I can do that whenever I want.

Perhaps I view cash differently. I see it as a means to an end, not the end itself.
 
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I think there was a missed opportunity here.
The nerf was a lazy way of fixing this.

More gameplay for the credits would have been better.
More interdictions, more fighting your way across the vast distances would have been preferable, allowing people to keep the money but bloody work for it.
Tougher pirates with engineered weapons.

Instead of watching Netflix.
More interdiction attempts perhaps. I was never interdicted, not once. I had many who tried. I would throttle down when I saw them on the screen.. they'd close in really fast and the rodeo would begin. I took on a few seconds to shake all three (never had more than three) then they wouldn't appear again unless I was napping and passed the station and had to turn around.
 
I think there was a missed opportunity here.
The nerf was a lazy way of fixing this.

More gameplay for the credits would have been better.
More interdictions, more fighting your way across the vast distances would have been preferable, allowing people to keep the money but bloody work for it.
Tougher pirates with engineered weapons.

Instead of watching Netflix.

I agree.

I hope this is only temporary and they find a way to bring the missions back in a more reasonable way, and add alternatives as well.

Here's a wacky thought, off the top of my head:-

How about a type of mission which pays around, say, Cr20m to Cr60m and gives you anything up to 150 passengers to drop off at up to half a dozen different destinations?
Fills up ships in one go so there's no need to mode-flip.
Provides decent income for limited effort.
Requires some attention so you'd have to pause netflix once in a while.

Basically, all it'd require would be to use the template for the multi-destination tourism missions and rework it a bit so you were docking at stations and dropping off some passengers.
 
I think there was a missed opportunity here.
The nerf was a lazy way of fixing this.

More gameplay for the credits would have been better.
More interdictions, more fighting your way across the vast distances would have been preferable, allowing people to keep the money but bloody work for it.
Tougher pirates with engineered weapons.

Instead of watching Netflix.

Deep space anomalies, ship systems breaking down from running at 100%, USS that have genuinely interesting or valuable reasons for investigation...The list goes on and on.
 
So whiners completely destroy yet another thing in-game. Bravo!

Just for posterity, I pulled some numbers from my home system, all are allied and Elite trader...

# of PassengersCR Payout
Distance to (LS)CR Pay/Passenger
CR Pay/LS/Pass
24419,76820717,49084.4944
10194,9651,685,68519,4970.0116
13405,6002,65231,20011.7647
24138,240167,7585,7600.0343

See a pattern? Long cruise missions are now worth nothing, short cruise missions are worth exponentially more.

Again, well done! Knee jerk reactions all around!
[haha]
 
So whiners completely destroy yet another thing in-game. Bravo!

Just for posterity, I pulled some numbers from my home system, all are allied and Elite trader...

# of PassengersCR PayoutDistance to (LS)CR Pay/PassengerCR Pay/LS/Pass
24419,76820717,49084.4944
10194,9651,685,68519,4970.0116
13405,6002,65231,20011.7647
24138,240167,7585,7600.0343

See a pattern? Long cruise missions are now worth nothing, short cruise missions are worth exponentially more.

Again, well done! Knee jerk reactions all around!
[haha]

Yup - an adjustments one thing, but this was annihilation.
 
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