I've been playing on-and-off since launch but I haven't progressed super far. However, I'm sure it's not just me that feels like combat payouts are abysmal right now.
Combat zone payouts are tiny, mission target counts are unrealistically enormous, and half the time your kills don't count towards the mission anyway. Your hour to hour income rate is strongly affected by how much the enemy cares to target you en masse.
Assassination missions are the best I've found but there's still a lot of risk involved for the comically small rewards. You just never know when you're going to get an elite corvette generated for you to take on in your poorly engineered vulture -- I guess it's too much to ask for mission givers to even mention the kinds of ships these "notorious pirate lords" have been flying. Whether or not you can take these missions in the first place relies on BGS luck and a healthy amount of boardswap nonsense.
Wing missions are a joke. Incredibly dangerous, and yet somehow pay even worse than vanilla assassination missions. Is anybody taking these?
Hazrez leaves your income entirely up to the spacegods' decisions on what ships to spawn in. In my vulture I can barely pull 3m an hour, and I'm no hopeless case when it comes to combat flight. In addition to the low pay and rebuy risk, ridding a solar system of powerful pirates nets you precisely zero naval rank progression, so I always feel bad spending time here.
This is compared to passenger missions, which -
And I get it, everyone's going to flock to tell me that I should ignore credits and play what I find fun. I do stop into combat from time to time, because vulture flight IS fun. However, I play games to appreciate the game design as a whole, and activity incentives are absolutely a part of that. When my preferred activity is utterly unrewarding compared to something lucrative but utterly unengaging, I end up just playing something else.
Worst of all, I can't think of any reason for it. If you were asking any layperson to design a game, the risky and high-effort activity would represent more potential reward than something that involves little more than alt-tabbing in to hit jump every 30 seconds - so why does the latter earn 4x as much?
So this thread -
Are there any tips out there for carving a satisfactory salary out of combat activities?
Is there anything we can do to get through to Frontier to ask for comment on this state of affairs? I realize everyone's focused on the next big update, but I would have so much faith restored by "we're looking into it".
Combat zone payouts are tiny, mission target counts are unrealistically enormous, and half the time your kills don't count towards the mission anyway. Your hour to hour income rate is strongly affected by how much the enemy cares to target you en masse.
Assassination missions are the best I've found but there's still a lot of risk involved for the comically small rewards. You just never know when you're going to get an elite corvette generated for you to take on in your poorly engineered vulture -- I guess it's too much to ask for mission givers to even mention the kinds of ships these "notorious pirate lords" have been flying. Whether or not you can take these missions in the first place relies on BGS luck and a healthy amount of boardswap nonsense.
Wing missions are a joke. Incredibly dangerous, and yet somehow pay even worse than vanilla assassination missions. Is anybody taking these?
Hazrez leaves your income entirely up to the spacegods' decisions on what ships to spawn in. In my vulture I can barely pull 3m an hour, and I'm no hopeless case when it comes to combat flight. In addition to the low pay and rebuy risk, ridding a solar system of powerful pirates nets you precisely zero naval rank progression, so I always feel bad spending time here.
This is compared to passenger missions, which -
- Require almost nothing in terms of ship assets
- Pay several times more than any combat activity
- Are literally always available with lots of choice due to the dedicated board
- Have zero risk of any kind
- Involve no skill of any kind
- Aren't any fun unless you really have a thing for your loading-screen:gameplay ratio.
And I get it, everyone's going to flock to tell me that I should ignore credits and play what I find fun. I do stop into combat from time to time, because vulture flight IS fun. However, I play games to appreciate the game design as a whole, and activity incentives are absolutely a part of that. When my preferred activity is utterly unrewarding compared to something lucrative but utterly unengaging, I end up just playing something else.
Worst of all, I can't think of any reason for it. If you were asking any layperson to design a game, the risky and high-effort activity would represent more potential reward than something that involves little more than alt-tabbing in to hit jump every 30 seconds - so why does the latter earn 4x as much?
So this thread -
Are there any tips out there for carving a satisfactory salary out of combat activities?
Is there anything we can do to get through to Frontier to ask for comment on this state of affairs? I realize everyone's focused on the next big update, but I would have so much faith restored by "we're looking into it".