Deleted member 38366
D
IMHO the rebuy (Credits/Cargo) is only a facette of the whole picture.
A Trader is losing Ship and Cargo. Time lost : approx. 30-60 Minutes of Gameplay depending on Ship value.
A Mission-Runner is losing Ship, some Cargo or have some Passenger Eject, possibly facing some fines over failed Haulage. Time lost : approx. 30-60 Minutes of Gameplay depending on Ship value.
A Bounty Hunter is losing Ship and Bounty Vouchers. Time lost : approx. 45-120 Minutes of Gameplay depending on Ship value and length of BH Session.
A Miner is losing Ship, mined Cargo and possibly a few Missions. Time lost : approx. 2-4 hours of Gameplay depending on Ship/Cargo size.
An Explorer is losing Ship and Exploration Data. Time lost : varies from a few hours upto months or even a full year (!)
Since only Ships have a built-in "Recovery Option" (Insurance), the additional value carried & lost can easily have a very distinct or even huge effect.
For "softening" the different effects of losing, IMHO we'd need Options. Additional work by the unlucky side of an encounter which recovers a fraction of the loss, similar to what Ship Insurance does for Credits.
- Traders blown up : able to recover {RNG 25-75%} of all Cargo in a Signal Source within the demise System. Bring Collector Limpets and some time.
- Mission runners : only {RNG 25-75%} Haulage recoverable in Signal Source, allows Cargo Mission execution at drastically reduced payout and mainly to avoid the fines.
- Bounty Hunters : able to recover {RNG 25-75%} Black Boxes, containing Bounty Vouchers
- Miners : able to recover {RNG 25-75%} Cargo from Signal Source
- Explorers : able to recover {RNG 25-75%} Data from Small/Medium/Large/Huge Data Survey Canisters; Data is transferred & regained at the moment of scooping and the depleted Canister discarded/destroyed in the Cargo hold
Signal Sources would require some searching and time (a risk by itself, buzzing in SuperCruise and potentially luring other Players to follow).
Optional :
- Players able to join an NPC Guild (Recovery & Insurance organization) for a price. Increases their recovery RNG rates and quickens finding the Signal Source but costs a fee on related incomes similar to an NPC Crew.
Basic, Standard and Premium Insurance offered.
That's how I'd approach this disparity between the different Playstyles and the different effects of getting blown up; main emphasis is to get the Explorers onboard, which' losses typically massively stand out when compared to other professions.
And with such a System, getting fragged i.e. during a CG of any type (even Exploration) would still mean something, but without creating a potential total loss.
(oh, and we'd finally have a function i.e. behind the Display "Cargo Insurance"
)
A Trader is losing Ship and Cargo. Time lost : approx. 30-60 Minutes of Gameplay depending on Ship value.
A Mission-Runner is losing Ship, some Cargo or have some Passenger Eject, possibly facing some fines over failed Haulage. Time lost : approx. 30-60 Minutes of Gameplay depending on Ship value.
A Bounty Hunter is losing Ship and Bounty Vouchers. Time lost : approx. 45-120 Minutes of Gameplay depending on Ship value and length of BH Session.
A Miner is losing Ship, mined Cargo and possibly a few Missions. Time lost : approx. 2-4 hours of Gameplay depending on Ship/Cargo size.
An Explorer is losing Ship and Exploration Data. Time lost : varies from a few hours upto months or even a full year (!)
Since only Ships have a built-in "Recovery Option" (Insurance), the additional value carried & lost can easily have a very distinct or even huge effect.
For "softening" the different effects of losing, IMHO we'd need Options. Additional work by the unlucky side of an encounter which recovers a fraction of the loss, similar to what Ship Insurance does for Credits.
- Traders blown up : able to recover {RNG 25-75%} of all Cargo in a Signal Source within the demise System. Bring Collector Limpets and some time.
- Mission runners : only {RNG 25-75%} Haulage recoverable in Signal Source, allows Cargo Mission execution at drastically reduced payout and mainly to avoid the fines.
- Bounty Hunters : able to recover {RNG 25-75%} Black Boxes, containing Bounty Vouchers
- Miners : able to recover {RNG 25-75%} Cargo from Signal Source
- Explorers : able to recover {RNG 25-75%} Data from Small/Medium/Large/Huge Data Survey Canisters; Data is transferred & regained at the moment of scooping and the depleted Canister discarded/destroyed in the Cargo hold
Signal Sources would require some searching and time (a risk by itself, buzzing in SuperCruise and potentially luring other Players to follow).
Optional :
- Players able to join an NPC Guild (Recovery & Insurance organization) for a price. Increases their recovery RNG rates and quickens finding the Signal Source but costs a fee on related incomes similar to an NPC Crew.
Basic, Standard and Premium Insurance offered.
That's how I'd approach this disparity between the different Playstyles and the different effects of getting blown up; main emphasis is to get the Explorers onboard, which' losses typically massively stand out when compared to other professions.
And with such a System, getting fragged i.e. during a CG of any type (even Exploration) would still mean something, but without creating a potential total loss.
(oh, and we'd finally have a function i.e. behind the Display "Cargo Insurance"
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