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

For me 30-50 million credits per hour when you have the big ships should be the max you can earn.

No daily limit.

It is really irrelevent at this point though as there are so many ways to game the system for more than that. For me there are two real problems with easy credits.

1. It makes ship progression pointless and wastes a whole side of the game that 99% of people have skipped since about 1.4. Sidewinder, cobra, asp, anaconda in a handful of hours game time. It took me about 3 months of play to get a T9, there is a whole aspect to the game about ship choices and outfitting that easy credits allows you to just skip over.

2. It changes people's attitude towards risk in game - rebuys mean nothing unless you play the game as intended by the devs...

Some people don't like those facts but that is the way the game was designed. People who want fast progression really should find a different game.
 
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.

Totally. I'm a number 1 on your list. I never grind for money or rep...I just do what I fancy doing at any given moment and any rewards I get are generally a bonus rather than a means to an end...of course once I've built up enough money I buy another ship (I'm a ship collector), but it takes me time. I tend to flit between my ships depending on what I want to do.

Having been playing since the beginning of 2015, I have a cash balance of about 112,000,000 and all ships (in hull value order) up to and including the Type 7, so I have the ships to do anything I want (most A-rated, very few engineered).

I'm aware that I'm getting to the point where I'll need to concentrate in particular areas to grind rank to collect the latter ships, but I might get bored of that and go exploring in my Asp for 6 months before coming back to carry on.

Simple fact is, there is no rush.

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. :)
 
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@GG7 ,how you've earnt your money effects the BGS .

P.s chill out.

This. Albeit the effect might be negligible in some/many cases. GG7: As long as there is an opaque, shared universe, I can't directly prove you've had an effect on me, but nor can you prove you haven't either. Though, if you have made billions in solo, I would humbly suggest you have had an effect on the BGS, whilst also avoiding some of the risks of open.
 
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.

This is unfortunately correct. And the player base has people like me, who were attracted to the sim part (and don't mind slow progression), people who just want to wing up and PvP (and therefore have a high ship churn) and those who just want to kick back an enjoy. All are equally valid playstyles, with different and (probably) irreconcilable demands for cash.

That aside, even if the economy isn't analogous "to a real world economy" as SavingPrincess correctly says, it would be nice if the economy was "internally consistent", with no one way of making money being consistently better than others for cash generation (i.e. "gold rushes"/special events making cash are fine are fine) and that some rewards were tied to risk involved.
 
In strict gameplay terms, money factories like Smeaton render any player risk trivial.
Insurance
Player bounties
Fines
All become meaningless for those who use them.
This is why open is so often avoided.
This is why the current C&P is toothless
 
<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. :)

Time for a "cull"? :eek:
 
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"?

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.
 
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.
 
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.
 
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.

We could call it CQC... What could go wrong?
 
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.

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?

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.

There's a number of really good answers here, this is one! +1
 
How much credits per hour or day should a player be allowed to earn?

No fixed limit. Cr/hr should come out from your actions.
Generally, enough to ensure steady progress. And by steady I don't mind doing missions for 2 weeks straight before you can afford buying ONE module for your ship. Ideally it'd take some time and effort but not too much it would felt as grinding. Sticky subject as there are as many definitions of when time investment turns into grind.



How much cash reserves should a player be allowed to have?

As much as they can get.
Generally - enough to pay and sustain their play style on constant basis, without taking artificial and mundane breaks to get money that will sustain their play style
 
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"?

I add a zero onto my personal number every time a thread like this is started.
 
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?

That might be true but if people are saying "my actions have no effect on you" and then saying "I don't care about C&P cos I got all the credits" then it demonstrates some level of hypocrisy as well as the fallacy of one of those statements.
 
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 need to add "some" as I play solo so no I don't affect your game in any way.
 
You need to add "some" as I play solo so no I don't affect your game in any way.
You're right. Well apart from the BGS changes linked to the credit exploits, but that's nitpicking.

More accurate would have been targeting the sentiment "These exploits don't affect you, if you don't like them, don't do them."
 
Simple. I should be allowed to have more than anyone else :D. Seriously though, I don't think there should be any limit on credit reserves. You earn the credits yourself So you should be able to have as much as you earn. What I don't want to see is FDev making credit bundle DLC's. It's easy enough to make dosh in the game. Currency DLC ruins games in my opinion. It's not needed in Elite. Rant Over. Cheers.
 
And sometimes I play Open. If I'm coming back from a long exploration trip I go solo. Last thing I want is to survive out there only for some trigger happy ganker seeing my unshielded Asp full of discovery data and blowing it to pieces when I'm less than 2 jumps away from Jameson.
 
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