I think all this talking about credits is back to front because I think we're missing the root of the problem. The real issue isn't credits per hour, it's the cost of modules.
Over the years earning has gone up to try to alleviate the 'grind' but what is actually causing people to need so much money..the top end modules and more specifically how the prices of modules scale with size and rating. The huge jump in costs encourages many to grind.
It's a wonderful feeling buying one of the bigger ships, the problem is though when someone has worked hard to earn it they quickly realise they've not even earned 1/3rd of what you need to outfit it. Now many players are going to look at their shiny new ship and go 'well I want to play with this, how do I earn money fast?' And when this amount could be several hundred millions..then you have the seed of why many folks grind or find get rich quick schemes. Higher module costs of course also effect peoples rebuys too.
The cost of modules is the same since launch (apart from some extra places giving discounts) I think they need to be tweaked to bring the top end down and make a more gradual progression. The way that modules go from E to A rating and the prices rise exponentially is the real issue. Personally I'd scrap the E to A rating and instead label them by their function because having a scale of E to A suggests 'bad' to 'best' and everyone wants 'best'. It also doesn't really make sense as D is lightweight and B is generally sturdy. C and E are almost never used so maybe this part of the design needs a rethink. Also why do we even have A to E weapons designations anymore?
TLDR: Reduce the costs of the higher class modules and armor and address the pointless E to A ratings.
Over the years earning has gone up to try to alleviate the 'grind' but what is actually causing people to need so much money..the top end modules and more specifically how the prices of modules scale with size and rating. The huge jump in costs encourages many to grind.
It's a wonderful feeling buying one of the bigger ships, the problem is though when someone has worked hard to earn it they quickly realise they've not even earned 1/3rd of what you need to outfit it. Now many players are going to look at their shiny new ship and go 'well I want to play with this, how do I earn money fast?' And when this amount could be several hundred millions..then you have the seed of why many folks grind or find get rich quick schemes. Higher module costs of course also effect peoples rebuys too.
The cost of modules is the same since launch (apart from some extra places giving discounts) I think they need to be tweaked to bring the top end down and make a more gradual progression. The way that modules go from E to A rating and the prices rise exponentially is the real issue. Personally I'd scrap the E to A rating and instead label them by their function because having a scale of E to A suggests 'bad' to 'best' and everyone wants 'best'. It also doesn't really make sense as D is lightweight and B is generally sturdy. C and E are almost never used so maybe this part of the design needs a rethink. Also why do we even have A to E weapons designations anymore?
TLDR: Reduce the costs of the higher class modules and armor and address the pointless E to A ratings.