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

I believe it is the 50-100Mcr/hr range. That seemed to be about what I was making doing the repeatable mission for Palin out at Obsidian....at least until the thargoids ate it. I'm still not sure if it was just bad luck or a convenient in game method of getting rid of that one.
 
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)

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.
 
Now long range hauling missions don't look so op, when you had to have 3-4h playtime and take the right missions to not fill the ship to fast or scatter the destination to thin so it taks longer to deliver.
If im not remember wrong that was 30-50 millions/h in a cutter?

For a big trader i think that is ok payment wen on a time schedule, maybe some more risk in attacking pirates.
And missions should be locked if you not have high enough elite rating.

This is the only boardhopping money "scam" I done, checked a couple of the other but got bored really fast.

I can se why ppl want to get money fast, i started when the game was new and bulktraded from sidewinder to cutter, that took some time, when i got my second account you could get up to 70-80k for a mission, a few of them and you got a cobra. You get the first ships so fast and then it just get hard to get credit for the more expensive ships.
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.
 
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.
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.

Parameters which work to give interesting and sensible mission selections for most systems end up skewed by unusual systems - ones with few neighbours, or with only one X nearby, or with far fewer factions than normal, etc. Sometimes that results in a mega-earner ... more often it results in complaints that "the mission board in my home system is only giving me type X missions and I don't like those". With over 20,000 inhabited systems in the main bubble, plus the different conditions in the Pleiades, Colonia, deep space outposts ... verifying in advance that none of them generate something way outside expected parameters before release is going to be tricky (especially for things which only show up in particular BGS states, or at particular reputation/ranking) - while with tens of thousands of players let loose on it after release, anything unusual will of course be picked up within a week.
 
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.
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.

Of course, getting Master-Broker-Pathfinder is relatively quick, so that really doesn't work for very long.

[1] It's called Elite: Dangerous, not Elite: Master - surely this should be two ranks.
 
I know its their game and all that but there should be a rule that a new goldrush opportunity should be added once a week automatically, pays no less than 200 mill and hour, but FDEV aren't allowed to nerf it until they have fixed all outstanding bugs and known issues. = happy players = perfect game.
 
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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.

An excellent suggestion, but everyone would just run the goldrush game, not the regular game. I liked Smeaton because it seemed to self-regulate. People were unwilling to do it through boredom, but those that needed the credits were willing to put up with it.

The latest rushes do seem to inject fire into the playerbase. I ran Smeaton because of credits. I tried to do skimmers because of credits, but they killed it too quickly. I did Robigo runs, Sothis because of credits. The game needs to provide more opportunities, not kill them.
 
Credits in the form of significant bounties are a major part of the long awaited C&P system consequences.

The latest skimmer 'exploit' provided both crazy credits and high grade materials, potentially undermining the engineering system also.

So I think its a gross oversimplification to think closing these exploits quickly is motivated by FD being stingy.
 
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.
 
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.

This makes sense, and is a rather good idea, IMO. Of course, that means it will likely never happen until no one cares anymore.
 
Hy.

Everyone crying to much credit/hour. A question: you have enough time (years) to buying an Anaconda to 146,969,451cr and a 8A powerplant to 162 586 486cr and i not saying another modules and weapons and rebuy costs. Why is this problem. Without this "exploits" a player like me who have 3childs and wife and i working man never have a BH or another outfitted Anaconda or see the Imperial Cutter. I need to playing more years to buying this dreamships and modules and when i loser once and broke or shotdown me and play is over just because i not have rebuy cost. So this cr/hour "exploits" are useful some players. If you not liking this go and play without this cr/hour ratios, the galaxy is very big. another thing try to go to Asellus Primus to oxley keep or Ceos with a stock Sidewinder.
See you and have a good day.
 
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.

Well, I do. Because I set a goal for myself, along the advertised "Blaze your own trail". But blazing my own trail REQUIRES lots of credits. About 3 BILLION in ships and outfitting. Therefore I pay close attention to how much missions pay. I would love to have fun from doing missions. But my aimed fun is locked for me behind credit wall. i first have to earn Billions before I can start playing as I wish...



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.

As I somewhat agree with the first part, I'll bounce off your argument with Monopoly with this:

Imagine if you had a game of Monopoly where you get $40 every board circle while property prices start at $4000 (except first two, which are mere $200). Because current ED feels like this.
 
What's the players' definition of "worth it"? 1 billion per hour? 10 billions?

Thats the thing no one would agree. To make it simple it should reflect rank, the ship your using and reputation with factions.

For example in real life you decide to buy a ute to haul cargo and have no reputation or contacts you dont get paid very well but you dont have to your only running a ute. But say you own a truck with triple trailers and have good reputation and contacts you get paid lots per run because companies want you to do it in one haul and know your good. And the upkeep on the truck with triple trailers cost 1000s of times more than a ute.
And I've seen it personally lets say to haul a ton with an inexperienced hauler in a ute costs $180 but for the same ton on a well known trucking company $800. Not the same for everyone.
As people have said the mission board should take into consideration rank, reputation and ship size and give missions and payouts to suit.
 
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!

This is what made Smeaton so special, It was an opportunity for non-combat players to enjoy a Gold Rush. Before this the events were combat only. I definitely like your idea of allowing them to be proceduraly generated. Smeaton was great and I enjoyed it even though I was pulling in less than others were reporting, I was having fun.

As you mentioned, the realization that it was to be short lived added a lot to it for me. As far as the original thread, I am a tradfer, so Smeaton is the only time I have been in the 50-100M per hour camp. There I was a lot closer to 50M per hour; but I am a pure trade ship flyer. As such, the earnings are always pretty low.
 
Once you have enough credits all the salt goes away.

Actually it's once you start playing the game, rather than gaming the play...

For me it was more about goals - I was quite content to make 1m credits in a single session at first, then that simply grew - 5m by Friday, 20m in week, 10m in a single session, 100m in a week, Duke by the end of a month, Admiral in two weeks.. oh, look, I can buy that ship I wanted. But can I outfit it out the door? Ok, hold off for a couple days. Oh look, I can buy a That Ship, Outfit it, and not drop below X-credits.

And there I was.. a fleet of ships to choose from and a lot of.. gee, now what do I do? Well, I've heard about This Thing or That Thing, I wonder what all the fuss is?
So I started doing things.. I went to see the mega ships, I went to see the thargoid installation, I went to see a crashed thargoid ship, I went to see the crashed scout ship, I tracked down the INRA bases... there was no profit in any of these things, but I enjoyed doing it.

And it's not that I didn't enjoy rolling up my sleeves and making credits, I did. I just enjoyed doing other things in a very different kind of way. It's like working all year and then going on a nice month-long vacation.
 
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