Yes, that seems to be the current threshold.Seems to be over 30 million per hour. They consistently nerf thing over that.
Yes, that seems to be the current threshold.Seems to be over 30 million per hour. They consistently nerf thing over that.
Not much else I can get away with saying here, since free speech hasn’t reached the forums yet.Pulls it out of his "hat" you say...
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.
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)
"Free speech" your "hat"!Not much else I can get away with saying here, since free speech hasn’t reached the forums yet.
I don't think the problem is so much the mission generator as the galaxy. The mission generator has been through a few major rewrites already - which have given major improvements in a lot of areas, but haven't prevented the existence of anomalies.Although I applaud Frontier for reacting to anomalies in mission generation, I have long held the view that the mission generator is poorly understood by the current solution architects and development teams. Each time they have to spend time applying a new 'fix' to the generator, it becomes more complex, and more likely to generate edge case issues that upset the players when they're managed. I find myself wondering how long it'll take before Frontier realises that it is spending more time on managing and 'fixing' missions than it would take to do a ground-up rewrite with the current team. Once Frontier realises there's a business case for a full re-engineering of the mission generator, I really hope they will pursue this as part of the Beyond season.
They are to an extent - the higher-ranked missions can pay quite a bit more (without necessarily being more difficult), and you can't take a mission more than three [1] ranks above (or below...) your own.So to give everyone a even stream of money missions should me rank locked (more experienced players can get more money/h then a new player.
I'd love to see a regular goldrush mechanic added to the game too. There is clearly a community desire for such events. Make it a function of the BGS, not dev created, so they happen naturally and there could even be a couple at a time. Preferably not just combat goldrushes though, I'd love to see trade and mining goldrushes too, even salvage goldrushes maybe to clean up a junky planet or something!
CG's are kinda this already but not quite lucrative enough to qualify. Plus it really shouldn't be something where you get rewarded at the end in tiers depending on how much time you invested. A goldrush should just be straight up paying far higher than normal for normal game playing.
This, this, this, so much this.
Player's total net worth, the value and capability of their ships need to be factored in to the mission board. I wouldn't have had to have board-flipped for Smeaton missions if the Mission Board had had my ship's capacity as an input parameter. So instead of taking 20 missions of 3-10 people per mission, at 1m Cr per head, it would have given me ONE mission, for all 160 passenger spaces, at 1m Cr per head. The per-head value could still scale with distance, rep, danger etc.
Then you bind the mission to the ship (in the same way that bounties are now). This stops players taking lucrative missions in their billion-credit Cutter, then derisking by switching to a Viper. And it works the other way too: why would I even undock a ship with a 30m Cr rebuy for a mission paying me 1m Cr?
Although I applaud Frontier for reacting to anomalies in mission generation, I have long held the view that the mission generator is poorly understood by the current solution architects and development teams. Each time they have to spend time applying a new 'fix' to the generator, it becomes more complex, and more likely to generate edge case issues that upset the players when they're managed. I find myself wondering how long it'll take before Frontier realises that it is spending more time on managing and 'fixing' missions than it would take to do a ground-up rewrite with the current team. Once Frontier realises there's a business case for a full re-engineering of the mission generator, I really hope they will pursue this as part of the Beyond season.
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.
I'm not particularly bothered about the amount of money I have in the bank, even if it does restrict my choices. Frontier are the game designers and so I leave them to their game design decisions.
Imagine if you had a game of Monopoly, and everyone was given a million zillion quintillion pounds at the start of the game.
What's the players' definition of "worth it"? 1 billion per hour? 10 billions?
Preferably not just combat goldrushes though, I'd love to see trade and mining goldrushes too, even salvage goldrushes maybe to clean up a junky planet or something!
Once you have enough credits all the salt goes away.