I think 38 is sufficient. Yes, that'll do quite nicely.
Shouldn't that be 42?
I think 38 is sufficient. Yes, that'll do quite nicely.
Reserve should be limitless. Income should scale from very low to new players to 5mil/hr max for high-end. That way you always work towards something, but you dont end up with billions bypassing C&P and insurance.
It was a simple question I asked elsewhere but didn't get an answer so I'm throwing it out there:
How much credits per hour or day should a player be allowed to earn?
How much cash reserves should a player be allowed to have?
I'm only asking because apparently this concerns quite a lot of the player base.
Genuinely I am interested because there is definitely a "too much", allowing some players to proceed at an insane rate, but logically if you decide there is a "too much" then you also need to define what is "enough"?
No restrictions at all. In fact, there needs to be ways of making more money as your wealth increases (as in the real world). You should be able to hire pilots to fly fleets of ships.
Reserve should be limitless. Income should scale from very low to new players to 5mil/hr max for high-end. That way you always work towards something, but you dont end up with billions bypassing C&P and insurance.
It was a simple question I asked elsewhere but didn't get an answer so I'm throwing it out there:
How much credits per hour or day should a player be allowed to earn?
How much cash reserves should a player be allowed to have?
I'm only asking because apparently this concerns quite a lot of the player base.
Genuinely I am interested because there is definitely a "too much", allowing some players to proceed at an insane rate, but logically if you decide there is a "too much" then you also need to define what is "enough"?
Let's see...
For Q1, I'd say about 30 mil an hour. That should be enough to cover incidentals.
For Q2, probably about 5 billion. That is, until I reach 6 bil. Then 6 billion.![]()
I totally agree. However, there's no way they can make that happen anymore this far after the official release. That would give a lot of longtime players a huge advantage over newcomers, as it has been pretty easy for us to surpass the 1 billion mark.
What huge disadvantage would my 5.5 Billion CR reserve bring to a new player? To you? To anyone?
Until I told you how much I had, you wouldn't have had any way to know.
This is why this entire argument is so pointless and silly. If the amount of $$ one player had could in some way directly impact the gameplay of another, then you would have a point to make. That fact that this isn't even remotely true makes this all a ridiculous exercise in pointless handwringing.
It was a simple question I asked elsewhere but didn't get an answer so I'm throwing it out there:
How much credits per hour or day should a player be allowed to earn?
How much cash reserves should a player be allowed to have?
I'm only asking because apparently this concerns quite a lot of the player base.
Genuinely I am interested because there is definitely a "too much", allowing some players to proceed at an insane rate, but logically if you decide there is a "too much" then you also need to define what is "enough"?
It was a simple question I asked elsewhere but didn't get an answer so I'm throwing it out there:
How much credits per hour or day should a player be allowed to earn?
How much cash reserves should a player be allowed to have?
I'm only asking because apparently this concerns quite a lot of the player base.
Genuinely I am interested because there is definitely a "too much", allowing some players to proceed at an insane rate, but logically if you decide there is a "too much" then you also need to define what is "enough"?
No hard restrictions/limits, just a fairly balanced earning model that keeps things fun. Certainly no restrictions to cash reserves. That would not work.
FDev should take care not to let the economy in the game overheat by clearly ridiculous profits.
Players get a very distorted view of the value of credits that way.
FDev should add more reasonable costs to the game.
Solid acceptable money sinks are desperately needed in the game.
For example:
- Docking fees should have been in the game from the start, just like in the old games.
- Adding special effects to modifications might have cost a little bit of money too.
- Fuel is a bit too cheap at the moment.
- I would like a damage and repair model that feels a bit more substantive and is more than just a thoughtless click on a 'repair all' button. Repairs could be a little bit more expensive too.
- Speed charging of shields in stations could be a special service we have to pay for.
etc.