What's FD's definition of "too many CR/hour"? 50? 100? Where is the line drawn?

I don’t know I just found this epic wing mission to kill pirates.


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A wing mission fir 126 pirates for 600K woot I’m rolling in credits now!!!!!
 
I draw the line at 1 million credits per hour.

We need to go back to the days where missions generate 1000 credits on completion.
 
a) You are neutral with the faction b) it's a novice mission, those pirates are all gonna get one shot unless you are in a sidewinder.


1 ok yes I’m neutral. 2 these are conflict zone ships Soo the mission rank doesn’t matter they can be elite or dangerous.
 
Funny, but I don't give a rats how much money a mission pays. All I care about is how fun/engaging the mission was. If I take an Elite Mission, then I want to feel like I *EARNED* whatever the mission paid. Using a ship to "shoot fish in a barrel" is about as far away from fun/engaging as a mission could possibly be. Personally, I hope the "fix" is to have patrolling ships turning up to try & stop you.
 
I really dont care if there wasnt a cap. Lots of people feel personally hurt when there are ways to make big credits. But to be honest those are the people that just like to complain about things. Or already have a lot of credits and dont want others to have alot of credits. Honestly who cares its an option not forced. If you want to build up credits the normal way do it. If you only care about how big your wallet is do the gold rushes. It doesn't hurt anyone elses game personally. I'd rather fd focused on fixing the board flipping issue and other things in the game rather than constantly having to adjust mission payouts because people complain about it. To be honest I dont care if someone makes a billion an hr because it doesn't affect me personally in my game the way I play.
 
It's pretty easy to work out what the intended max credits per hour from missions are, just go to somewhere normal in the bubble and work for a station where you're allied with all factions. The big ticket gold rushes are always in edge cases where the programming breaks down.
If
1) Your in a weird location with specific BGS state
2) Making 10x more than you'd make in 'normal' space
then you've probably got an unintended anomaly :D
 
It's pretty easy to work out what the intended max credits per hour from missions are, just go to somewhere normal in the bubble and work for a station where you're allied with all factions. The big ticket gold rushes are always in edge cases where the programming breaks down.
If
1) Your in a weird location with specific BGS state
2) Making 10x more than you'd make in 'normal' space
then you've probably got an unintended anomaly :D

Funny thing is its generally people that board flip and stack a ton of the same missions that cause the nerfing of missions.
Example long distance bulk refugee passenger missions.
Sandro himself said when it was first brought up that the missions were working as intended. Then only after a ton of complaining people on the forums he came out and said it needs adjusting. So it was fine till the complainers got going. Funny thing is most people that were complaining about it were saying fix board flipping not the mission payout. So at first up to 20mcr per mission was as intended. So stacking say 5 missions the legit way say up to 70mcr a run of an hour was as intended. So it wasn't unintended anomaly it was as intended till the complaints and since they cant fix board flipping they just nerf the mission payout. Thats about all.
 
Easy way to answer this is to look at the early ships, if you can cover your rebuy after 30 mins, then after a hour you are doubled up with rebuys, as the ship grows so does the rebuy and then again, you get the average acceptance of double your rebuy per hour, where it all breaks down is when you realise missions for a vehicle thats worth 5k are netting you multiple millions means the pattern has severely broken, especially when completable by a ship that can have nearly the same rebuy, or less if you still have the starter sidey with 1 missile launcher....

I personally think that things like the 30 million+ ships were meant to take a couple of months to get the funds for, now its too much of a grind if you cant get them in hours, then it becomes "i have my cutter now, nerf it before everyone gets one" total mission system overhaul is the only way to go with this with a lot less random, as it is now biting FDev in the rear constantly by taking on random elements of emergent gameplay that some people dont like .... THIS is emergent gameplay, and the response to this gold rush in real life would be the cost of everything doubling or tripling ....
 
Seems to be over 30 million per hour. They consistently nerf thing over that.
They've left a bunch of 50-75 million in over the course of several major version releases. Definitely some that have been around since 2.2 (or even earlier) largely unchanged. I used to think about 30 million ... I suspect a bit higher so long as the method is one which requires some skill and practice to make work.

Easy way to answer this is to look at the early ships, if you can cover your rebuy after 30 mins, then after a hour you are doubled up with rebuys, as the ship grows so does the rebuy and then again, you get the average acceptance of double your rebuy per hour, where it all breaks down is when you realise missions for a vehicle thats worth 5k are netting you multiple millions means the pattern has severely broken, especially when completable by a ship that can have nearly the same rebuy, or less if you still have the starter sidey with 1 missile launcher....
The problem there is that none of the earning options scale by ship size in any proportion to ship price, and most of them scale considerably worse than that. Combine that with the later ships prices being thousands of times higher than the earlier ones...

No scaling
Exploration: pays the same in a Sidewinder and a Cutter
Non-trade non-combat Missions: pays the same in a Sidewinder and a Cutter

Minimal scaling
Combat/combat missions: as soon as you get a ship which can blow up NPCs faster than they spawn - and with engineering that's pretty cheap - the extra firepower of a bigger ship is largely redundant
VIP Passenger missions: largely based on internal count, so the Cobra IV or Asp does pretty well compared to much more expensive ships

Some scaling
Trading: Cutter trades about 100x as much as a Sidewinder. (100x the price of a Sidewinder is about a Keelback, however)
Trade missions: actually scale reasonably well up to about Python ... and then less well after that
Bulk passenger missions: now they've upped the numbers, these scale okay with ship size, though still hit diminishing returns way before the big 3

Scaling proportionate to ship price
Nothing even comes close


So if you set profession earnings so that someone can get a Cutter rebuy an hour or so ... you can get five or six Python rebuys in the same time. But if you set earnings based around the Python rebuy ... it'll take five or six hours to get a single Cutter rebuy. The big differences in scaling also mean that the professions can't be balanced against each other, so you end up with situations where if you want a Cutter rebuy in reasonable time you have to get it through A or B, not X, Y or Z ... which isn't good if X, Y and Z are the bits of the game you find fun.

THIS is emergent gameplay, and the response to this gold rush in real life would be the cost of everything doubling or tripling ....
The problem with that is that then it makes participating in said gold rushes compulsory. I've never done one, I have enough money anyway for what I want ... but if everything tripled in price every time someone found one, I'd have to start (and very few of them have been things I'd actually want to do for more than an hour or so)
 
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