Sounds like communism to me.....are you a red?
I am a video game socialist... 100%, everyone should be able to have as much fun as they want without anyone else telling them they're not allowed XD
Sounds like communism to me.....are you a red?
I figure there are three kinds of player (obviously IMO):
1. Those that like the real feel of properly earning their way through life in ED.
2. Those that want to be able to play all the game relatively quickly as SavingPrincess expressed so well above.
3. Those (like me) who've played and fully experienced ED via first way for a couple of years and now just want to relax and not worry about rebuy etc.*
I firmly believe that all three types of game-play are all acceptable and don't impact each others ability to enjoy the game.
EDIT:
* And probably already got a good sized fleet, one or more of the "big three" and quite a few rebuys.
@GG7 ,how you've earnt your money effects the BGS .
P.s chill out.
Frontier never intended Elite to be pure simulation; however the popular consensus is that it's supposed to be a sim. This leads to the natural collision between ideal, and actual. Neither the game, or the developer operate within a consistent rule set. There's no cohesiveness because it's never been required. It is required in a pure simulation. Elite isn't, ergo the laxidasical approach to consistency.
<snip>
Oh, and no there shouldn't be limits...if you've earned it, then good for you, exploits or not...if it enables the style of game you want to play then fair game...it does mean lots of inexperienced pilots floating around in big, expensive targets though.![]()
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"?
just make everything free and restrict everyone to one ship.
remove the economy, passengers, missions, exploration and mining.
scale down the universe to 5 systems and focus completely on pew pew.
problem solved.
People for years have been claiming: my income per hour does not affect you! My gameplay does not affect you! Leave me and my many millions per hour alone! And they went on to the big credit exploits and have billions in the bank.
Then Crime and Punishment comes around, and those who would be most subject to these measures, aka gankers, state: I got billions, credits don't concern me, so Crime and Punishment is useless.
So, after C&P is implemented, whenever I am shot down by such a ganker because C&P is not enough of a deterrent, I am happy to know that other players exploiting the big money schemes does not affect me.
Cash reserves unlimited. If you earn it you should get to keep in. Large balances simply demonstrates the need for content cash sinks.
Creds per hour, well that should scale by rank/rep and type of mission offered. But no more than a vette/Cutter rebuy per hour for an Elite/allied cmdr scaling down from there.
A case could be made for lower but it is a game and I think getting your rebuy back in an hour is enough to make being destroyed have some meaning.
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?
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"?
Aren't there other aspects of the new C&P/Karma system that will have a stronger negative effect on gankers than the credit costs alone?
People for years have been claiming: my income per hour does not affect you! My gameplay does not affect you! Leave me and my many millions per hour alone! And they went on to the big credit exploits and have billions in the bank.
Then Crime and Punishment comes around, and those who would be most subject to these measures, aka gankers, state: I got billions, credits don't concern me, so Crime and Punishment is useless.
So, after C&P is implemented, whenever I am shot down by such a ganker because C&P is not enough of a deterrent, I am happy to know that other players exploiting the big money schemes does not affect me.
You're right. Well apart from the BGS changes linked to the credit exploits, but that's nitpicking.You need to add "some" as I play solo so no I don't affect your game in any way.