What is reasonable Cr/h - post your opinion!

Unlimited, its a game. ( i don't use exploits)
damn, I keep getting suprised to what kind of extremes people take this. Unlimited would be the maximum amount of Credits the game is able to display, which could something like one credit short of Trillion. But proplerly it would need to be an infinity symbol instead of a number
 
Enough to restore the sense of progression to the ship ladder and ranks in the game. I don't have a magic figure but when a new player can go from zero in sidewinder to one of the big 3 hulls in the space of a few hours then the game progression is broken.

Maybe FD should balance the payouts on a sliding scale weighting of ship hull and rank, where both of those factors count towards some invisible reputation and as that pushes higher capped mission payouts increase, maybe not.

Up to them at the end of the day but they lost control of the progression years ago. Before anyone parrots "play it your way" you can't make blueberry pancakes or brush your teeth, which would be my way so clearly the notion of play it your way resides within the framework of FDs game world which they control and oversee.
 
These days, I prefer to be paid in materials. But, as other people have mentioned, the real problem is that rewards don't scale well with progression. And by that I mean ship size, rank, risk, and reputation. It seems like such a huge jump from medium sized ships to the big three. I think it took me around two years or more to get to my Cutter - it felt like I was flying a python forever. The game may also need a few more intermediate ships to bridge the gap a little.
 
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Powderpanic

Banned
Game needs a whole reset. Without that, talking credits and logic is just pointless.

The game is so incredibly broken now that you have people with more credits than Zaonce, running around in Cutters they can replace all day.

There is no place in Open for smaller ships in the grand scheme of things because the bigger ships do everything better and can handle themselves in PVP.

Players squawk that others riches do not affect them, well they are just wrong. Unless you are hiding in Solo or private group. Other players with more credits are stronger and will be more risk free than you.

Sadly because of the stupidity of the 3 modes sharing a universe, this issue just results in less players feeling that open is viable.

In the good times when everyone had smaller ships and the risk of losing said ship made you play with a little reserve, it worked. Traders got fat from trading, pirates had stuff to pirate and bounty hunters could hit a pirate and not engaging in a 15minutes 1v1 meta off.

Just give everyone unlimited credits, all the ships and instant god rolled modules and just turn this game full arcade. Its pretty much there now.
 
These days, I prefer to be paid in materials.

Is this thread about what people need to sufficiently progress in the game – whatever that is – or about what people want? Some people will always want more, more credits, higher jump range, whatever.

Assuming they're competent players, can you imagine the outrage if people could actually lose credits in this game? :D
 
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Some kind of formula for;
Risk Vs reward Vs time.

The more dangerous, or longer it takes, the more the reward...

For missions anyway...

"Freelancing", like bounty hunting, or trading is entirely based on your ship and knowledge/skill.
 
10 MCr/h is my benchmark, thats what I can earn by bulktrading in my cutter without some crazy efford. Everything below is basicaly a hobby or charitable work. Everything above is financialy interesting.
 
The OP might as well ask how long is the proverbial ball of string!

So many factors have to be considered, from what ships are being used, what style of gameplay a Commander has, what is the Commander after - i.e. He/she/it could be after Rep for a promotion or to get allied with a faction, doesn't actually care about the credits, could be on a hunt for mats or trying to solve one the mysteries that abound. Or they could be just happy picking a spot on the map and flying to it cos they can or are they grinding for a specific ship.

Going by some of the recent threads here, I think too many are that caught up thinking they have to bow down to the credit god they are forgetting to have fun in the game.
 
10 MCr/h is my benchmark, thats what I can earn by bulktrading in my cutter without some crazy efford. Everything below is basicaly a hobby or charitable work. Everything above is financialy interesting.

Really? I can usually make more than that in one trip in my Cutter. Just find a station that has good cargo missions and get allied.
 
In the light of the recent events and discussions - what in your opinion is a fair reasonable and objective amount of Cr per hour that players should earn in Elite?

No arguments or backing up your statement needed, just post the number that you think is fair and reasonable, but be objective, try to look at a game as a whole, from both new and experienced player point of view.

difficult to answer..... because imo there NEEDS to be gold rushes which can bring big earnings... but there is a difference between a gold rush and a never ending farming region.

but forgetting gold rushes i woudl say for run of the mill every day stuff

cheap "start game" ships (say sidey to cobra III i think 100k - 2 million an hr is fine.

medium "mid game" ships such as DBX - FDS i think 2 - 10 mil is fine

big hitter ships such as FGS / FDL / T9 / Conda etc etc then 10 - 20mil (at an absolute max )per hr imo is fine

but that would be my suggestion for your "cooking lager" kind of basic gameplay

then i woudl suggest ED needs actual gold rushes which could be rare, very short lived, with high risk high reward and for these the LAST thing you would do is put them on social media.

but this is just broad strokes suggestion, ultimately i am not bothered how much other people make but so long as the profits are woven into the economy / BGS in a way which makes sense.
 
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Really? I can usually make more than that in one trip in my Cutter. Just find a station that has good cargo missions and get allied.

Sure, thats what I ment with 'financialy interesting'. Good cargo missions can pay about 5MCr per 180t, so I'm normaly looking for these. If I cant find one (beacause nowadays the mission board is full of wing missions that pay horrible) I can still take a mission for ~2.5MCr without droping under my benchmark (asuming the trip takes 15minutes). But before I take a cargo mission for 1MCr I rather trade on my own.
Or to rephrase is a bit: If it pays less then 10MCr/h, I'm gonna need a non-financial reason to do it
 
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No arguments or backing up your statement needed, just post the number that you think is fair and reasonable, but be objective, try to look at a game as a whole, from both new and experienced player point of view.

can't give a number. credits-per-hour is not an appealing game concept to me except in specific games (trading, strategy and production games, etc).

wrt elite i guess credits-per-hour should compensate with fun-per-hour (yeah, nonsense is starting to become apparent if you formulate it this way) and would need to be balanced against projected costs, which in elite pretty much boils down to what ships and modules a player expects to fly, and how often he expects them to blow up. this varies wildly with ship type, activity, skill and luck.

at early stage my personal measure was amass enough credits to be able to burn them up cheerfully and without a care in the world in pvp. never considered credits-per-hour, just pve'd until i had a soft enough cushion for 20ish or so rebuys of my current ship, mostly a fully kitted fdl as other rebuys are peanuts. at some (sad realization) point i completely lost all interest in pvp in elite so now i have no use for credits whatsoever. whatever i do in the game when i play, it's not for credits at all. although a rare occurrence, my fun/credits per hour ratio has skyrocketed.
 
trying to quantify your experience in terms of credits per hour is just creating a personal metric for frustration and burn out.

Some times you'll make loads of cash. Sometimes you'll go days without earning a thing. Just enjoy the experience and leave the metrics and analytics to FDev - the game will last a lot longer for you then ;)
 
In the light of the recent events and discussions - what in your opinion is a fair reasonable and objective amount of Cr per hour that players should earn in Elite?

No arguments or backing up your statement needed, just post the number that you think is fair and reasonable, but be objective, try to look at a game as a whole, from both new and experienced player point of view.

+Rep, great question.

Another great question would be:

How many gameplay hours should it take a player to recoup his investment in a large A rated ship? 20? 100? 1000?

Beginners "credits per hour" well balanced

I've restarted the game a few times as well as helped several friends get started, and that in mind I would say the "credits per hour" for new players is spot on.

From my experience, a new player who runs transport missions or engages in RES combat can afford a new ship every two hours, at least for his/her first several ships.

End game credits per hour not paying enough

As I posted yesterday, I'm an Fed Admiral who's very close to becoming Double Elite on the XBOX, and I'm making about the same credits per hour running Transports Missions, Trading, and Hauling passengers as I do on the PC as a Chief Petty Officer who's highest rank is a Broker.

To me, it just seems the payoff for having double the rank and double the cargo/passenger space doesn't lead to making anywhere close to twice as much.

Part of the problem as I see it is some of the most lucrative missions are to stations with medium pads, so having one of the big expensive ships (Anaconda, Corvette, Beluga, etc) isn't a factor there.

Another part of the problem is more cargo or passengers doesn't often lead to higher mission payouts.

In fact, I see a lot of missions for around 100K, which is also what I was seeing in my Horizon Sidewinder with 2 units of cargo space.

Honestly, how can the payouts be considered balanced when delivery of 2 units is priced the same as 80 units?

Just my opinion, but I believe transport and passenger payouts need to be balanced, and larger higer paying missions are needed for those with big ships.
 
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