How much money (credits) should players be allowed to earn/have in game?

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.

An A rated vet is around 700,000,000 credits and your saying 5 mil at the top so you probably already have one of those before making that much. So at least 140 hours of the most efficient money grind to get the top end ships and roughly 6 hours of that for even 1 rebuy? Seems a little intense.

The average US gamer plays video games for 6.3 hours a week so they should play for 23 weeks at a minimum if they full grind from the start and do nothing but money for the chance to fly a vette? let alone if they want to try the others or do something less money efficient or the time it takes to go from little to nothing up to 5/mil and hour.
 
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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. ;)
 
FD should balance payouts and remove exploits, but other than that...

If someone wants to do mindless grinding to get 10B, let them.
 
IMHO, "too much" is when you can skip entire ship classes within hours of starting a new CMDR.

But if the money can be earned in game, without exploiting or cheating, then that's basically ok. It's up to FD to balance.

Personally, I probably would have locked all ships behind relevant, but fairly low Pilots Federation ranks. Not saying you need to be Elite in something to fly an Anaconda, maybe Master or equivalent or something.

Then rolling in billions of credits wouldn't matter if you hadn't earned the rank to fly a specific ship.

Couldn't be implemented this late in development though.
 
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.
 
All of them that they earned.

Period.

"I am sick of people skipping ship progressions" -Wait, there is a specific order of ships I was supposed to follow...???
"Player (x) has more credits than me" -Ok, and how does that hurt you? Are you upset they will beat the final boss before you do? Wait, there is a final boss?
"I need more credits" -Cool, go get them like the player you obsess over does.

Who cares? Is this really a problem? Some of the "problems" presented on these forums are just baffling...
 
I sometimes wonder what would happen if credits were removed and everything was obtained through reputation.

(Not a suggestion, just a thought)
 
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.

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. Or they could take away all our cash and leave us with about 100 mil. It would almost be worth it to see the ensuing forum-apocalypse. Almost, mind you [big grin] But that's just a downside of a game still being in development: some decisions just can't be reverted in a reasonable way.
 
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"?

Enough to buy, outfit, insure, buyback many, risk the largest ships in open and pvp. Otherwise it is just a credit gate until microtransactions are introduced. This said, rewards should scale with pilots rank, so there is reasonable progression ingame.
 
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. ;)

30 MMCr/hr is about the number I was thinking. Possible exceptions to create an amusing gold rush somewhere, perhaps as part of a CG.
 
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.
 
Not seeing point of limits on how much.

As for how much per hour depends on deals, missions, etc. I think for high end missions - which I hope can be something more skill based than they are now - should go as high as 20 - 30M per hour (depending on how much/how easy to them together).

Anything above 100 M/hour raises red flags for me. But again, it really depends on "how". If someone got 100M per hour without board flipping, it sounds a lot but it is sure legit (and sure FD will rebalance those passenger missions, but in the end that's money earned).

So yeah, I am more about "how" not "how much". Because a) really don't care how much money people get (yeah surprise) b) but I am worried about exploitative nature and what twisted perception it can give to players about the game.

If FD suddenly creates whole swath of super high end wing missions which gives you 100 m/hour and they are good skill test...why not?
 
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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.

Oh it doesn't influence other players at all I agree. That doesn't mean a lot of them wouldn't get their panties in a twist anyway... Perhaps you have more faith in people being reasonable than I do.
 
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.
 
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I take issue with the engineers for somewhat the same reasons as fhe current credit economy. You should be able to do what you like, and then progress in that area by doing that and that only. Combat/trading don’t earn well enough, mining could do with a bit more consistency, piracy doesn’t exist, and ironically exploration is actually fine right now, together with passenger missions to faraway places (so exploration again lol).

But while the credit balance is easy to fix, materials aren’t. No matter how you look at it, due to how frontier made the material costs for the blueprints and due to how they spread them out, there is virtually no profession that can advance in their career by doing what they like. Which is not fun, to say the least.
 
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"?

IMHO, I think that the mere concept of imposing a credit limit on players goes against the very fabric of what Elite Dangerous is built on.

It's an open ended, open world galaxy where players can do whatever they want, whenever they want and earn as much as they want. If there are other players out there that have a billion more credits than I do it doesn't really affect my game in any way at all and that's one of the things I love about Elite, you can play at your own pace.

You also say that it's an issue that concerns quite a lot of the player base, where are you getting these figures from? How much is 'quite a lot' Just looking at the responses to this post it seems that most players are against it.
 
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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.

Yes I agree. I've said this before but "deaf ears" and all that.
 
I'd turn the question on its head. If you're actively completing missions in an hour, I'd say the FLOOR should be 20 million credits/hour.

A fully kitted big boat is 500-1,000 million credits. That would set owning a fully kitted big boat at 25 hours of focused game play BEFORE engineering.

For a casual 5 hour / week player, that would be more than a month (not including rep grinding and engineering).

The Quinces, Sothis's Robigo's , Massacres' , Smeaton's, got people playing the game. Pulling those vehicles completely would result in a decline in the player base in my opinion.
 
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