Insurance rebuy rates

sollisb

Banned
Why....Said it a million times this is the most lenient game I've ever played no risk no loss. Lets NOT add to the bubblewrap everyone is rolling around in.

The ability to avoid interdiction's while AFK and log out within 15 seconds renders death a totally optional mechanic in the first place. Next people will be advocating god mode.

FD need to be getting people used to more risk, more loss more risk/reward mechanics so we can actually get some adrenaline filled risky features in the game.

This is why the Thargoids suck, because FD CANT make them dangerous because the masses would go mental.

Can you show me one example of someone avoiding Interdictions while AFK ?
 
There are a lot of non-pvpers here. Paying 40mill to rebuy my battlecutter sucks so much. I hope rebuy goes down.

i see your point and sympathise... however i personally do not think the nature of the game should be broken just to appease a niche group of players.... ED ( just imo so please do not take offence) is meant to be some what plausible within the confines of the game.... lore wise we are meant to really look after our ships and it makes zero sense for a pushing billion credit ship to be infinitely replaced under insurance.

Personally i would suggest for those who want to PvP they should be looking at the cheaper "scrapyard" ships, and indeed ED could help here by having an arm of CQC which happens in real space where you buy scrapyard ships to fight in and win prizes etc.

if you really want to fight to destruction in a billion credit ship, then, maybe CQC should be expanded on ?
 
Combat should have consequences.

I'm guessing you don't enter your car in demolition derby races at the weekends?

I mean i have car insurance... why not stop insurance. It took me 3 years to get a cutter. A lot of us can't play this game every day ie every week and would stop playing the first time we died. If you think it should have higher consequences, then play it that way yourself and reset your account when you die. Some people do. Wishing the same thing happens to others means you are really bad at putting yourself in other's shoes, or are just a terrible/egotistical person and want bad things for everyone just because you want your difficulty raised. Seeing how most of the community here is awesome, it's usually the former for most people.

And not flying the ship you want to fly after spending several years is a crappy reasoning and terrible gameplay mechanic. "Hey let's bait all these people and allow them tp think they can play these cool big ships when really they can't because it would end the game for them"
 
And not flying the ship you want to fly after spending several years is a crappy reasoning and terrible gameplay mechanic. "Hey let's bait all these people and allow them tp think they can play these cool big ships when really they can't because it would end the game for them"

Try telling that to all the explorers, miners and traders who're forced to fly a tank if they want to avoid getting spaced in Open.

Or, better still, tell it to all the PvPers who insist everybody else should have to fly a tank if they want to avoid getting spaced.

It never ceases to amaze me how PvPers continue to moan about wanting concessions to help with their chosen play-style when, apparently, they don't seem to realise that Open, as a whole, is one giant concession to their play-style.

If you're a criminal, you don't moan because your insurance doesn't cover you when you're driving your BMW M5 to rob banks.
Instead, you get an old Honda to rob banks and then drive your fully-insured M5 when you're not robbing banks.

ED should work the same way.

If it was up to me I probably would set it up so there's no rebuy at all if you have a ship destroyed in the course of criminal activities.
If I was feeling especially generous, I might consider setting up some kind of "pirate insurance" scheme which would provide criminals with a rebuy.... for a suitably extortionate price. ;)
 
I think Insurance rebuy rates should be on a sliding scale harmless at 1% mostly harmless 1.5% novice 2% etc I think a more gradual rebuy will make players less afraid of death and they might realise it's not game ending experienc to die everyone and then
Nope: 5% is fine by me and it took me 7, yes, seven sidewinders, just to get out the Star-port, the first time.
 
Make Anarchy rebuy rates 100% of ship cost. Give Anarchy a reason to be avoided as at the moment it means nothing.

I would just filter it out in galaxy map and forget about it. The whole system still needs a reason to be anarchy or hi-sec for that matter and a reason to actually decide to go there :) No, the BGS as it stands now is not the reason to go there.

Protip: Don't use a 40 million battlecutter.
Cool. A "go play other game" argument in disguise. Insightful. Why even buy other ships, after all:
Cobra Mark 3... I can fly without rebuy 'cos it's practically free
[video=youtube;jt1g00-OnKg]https://www.youtube.com/watch?v=jt1g00-OnKg[/video]

Also it's not the first time we're having this discussion here... It's a general consensus that rebuys work okay for smaller ships, but not so well for bigger ships unless you're constantly "working" for "upkeep costs". Or used a money making scheme and have a comfy pillow. This pillow can disappear quickly, however... For example running a hull tank cutter is pure madness and borderline masochism. I don't have a vette, not doing the grind rank again, no way, but I imagine the cost for a hull-tank Vette is similarly ridiculous. Am not talking about rebuy, I'm talking about pure maintenance costs induced by even being grazed by weapons fire. You fart in a cutter, there's 13kCr in maintenance costs ;-)

I am not familiar of current money making schemes and I won't even go into detail, it's just... This mechanics was unfun for me. At "endgame" levels credits should not be a problem. Factions should beg for your attention because you're so universally loved etc. and also you really should have some passive income source just because the fact that you're filthy rich and can afford best toys in the galaxy. You wouldn't work for pittance money anymore. You and thousands of other players, of course ;-) So, you should be free to play the game as you please. That includes ships being disposables.

As for programming "insurance logic"... well it's a game. I would rather have them focus on atmospherics or legs than on my car duties simulator, thank you. I know it seems a good idea ON PAPER, but imagine yourself that you're describing it to a friend:
- hey look I have this cool minigame in ED that I need to go from station to station to find the best deal on my ship insurance, so my rebuys get lower
- well... like you do each year in real life
- YES!
- how's that FUN all of a sudden?

Game design is an academic course for a reason.
 
Agred, rebuys are way too cheap, ship's should not be disposable assets.

Unlike pilots who are rescued, transported and revived at no charge.

I think insurance should be vastly different. We should be purchasing our policies, which cover one ship loss, at different rebuy costs (deductibles), along with additional insurance for cargo with different deductibles. A low-end policy might cost you 20% of your ship's value with no cargo coverage, up to a high-end policy that costs 1% of your ship's value and includes an 80% reimbursement for cargo value.

We can have Insurance Brokers scattered throughout the galaxy to track down and they can flavor them with some manner of "grind" as well to gain access to their services.

See, it's a perfectly Elite Idea.
 
Also it's not the first time we're having this discussion here... It's a general consensus that rebuys work okay for smaller ships, but not so well for bigger ships unless you're constantly "working" for "upkeep costs". Or used a money making scheme and have a comfy pillow. This pillow can disappear quickly, however... For example running a hull tank cutter is pure madness and borderline masochism. I don't have a vette, not doing the grind rank again, no way, but I imagine the cost for a hull-tank Vette is similarly ridiculous. Am not talking about rebuy, I'm talking about pure maintenance costs induced by even being grazed by weapons fire. You fart in a cutter, there's 13kCr in maintenance costs ;-)

Can't say I've ever noticed any of that.

never noticed anybody moaning (with good reason) about the cost of rebuys on big ships or moaning about the cost of maintenance.

Sure, the cost of repairing the Integrity of a Cutter is big compared to the cost of doing the same on a Cobra but it's all peanuts compared to what you can earn for a single delivery mission.
 
Also it's not the first time we're having this discussion here... It's a general consensus that rebuys work okay for smaller ships, but not so well for bigger ships unless you're constantly "working" for "upkeep costs". Or used a money making scheme and have a comfy pillow. This pillow can disappear quickly, however... For example running a hull tank cutter is pure madness and borderline masochism. I don't have a vette, not doing the grind rank again, no way, but I imagine the cost for a hull-tank Vette is similarly ridiculous. Am not talking about rebuy, I'm talking about pure maintenance costs induced by even being grazed by weapons fire. You fart in a cutter, there's 13kCr in maintenance costs ;-)

I am not familiar of current money making schemes and I won't even go into detail, it's just... This mechanics was unfun for me. At "endgame" levels credits should not be a problem. Factions should beg for your attention because you're so universally loved etc. and also you really should have some passive income source just because the fact that you're filthy rich and can afford best toys in the galaxy. You wouldn't work for pittance money anymore. You and thousands of other players, of course ;-) So, you should be free to play the game as you please. That includes ships being disposables.

As for programming "insurance logic"... well it's a game. I would rather have them focus on atmospherics or legs than on my car duties simulator, thank you. I know it seems a good idea ON PAPER, but imagine yourself that you're describing it to a friend:
- hey look I have this cool minigame in ED that I need to go from station to station to find the best deal on my ship insurance, so my rebuys get lower
- well... like you do each year in real life
- YES!
- how's that FUN all of a sudden?

Game design is an academic course for a reason.

Even without going into credit exploits and simply doing normal day to day activities with a modicum of efficiency is more than enough to pay for all of your rebuys. Sure a full battle cutter might set you back 40 million credits per rebuy, while a similarly equipped Corvette is about 25 million credits, but that's peanuts compared to what they can earn you compared to how hard it is to lose them unless you are actively being suicidal as they take several minutes for NPCs to wear down even if they have the attention of an entire CZ. Repairs are relatively expensive for big ships compared to small ships, but even they are trivial once it gets down to it as you can limp into dock with most modules and hull heavily damaged and only have to spend a few hundred thousand credits, which is equivalent to just a few Anacondas in a CZ. Even trader equipped Corvettes and Cutters are hard nuts to crack and are practically impossible to mass lock by pirates, plus they have much cheaper rebuys than the combat fits so they don't need to earn as much to make a rebuy.

Ask yourself this: have you ever downgraded to a C or E class module from an A-grade for the purpose of reducing your rebuy? And I'm not talking about a temporary downgrade because your reserves are out and you don't have enough for rebuy, but instead a deliberate long-term choice to reduce rebuys over successive losses.

Credit income is so very much out of whack compared to expenses at the moment that they are almost meaningless. FD need to figure out how to steadily drain players credit accounts in order to keep them relevant rather than pushing them further into irrelevance.
 
Because that's how games work.
Clearly not this one per the post I was responding to.

If you are building a tower with toy blocks and you aren't careful the whole thing will collaps. It's part of the thrill and the reason why humans play games in the first place. If you can't lose something or can't fail it gets boring very quickly.
Minecraft creative mode and massive projects created therein. Lego anything. Any game with a minimal or nonexistent death penalty, which is most games. I don't think gaming has the sigular impetus you think it has.
 
I think Insurance rebuy rates should be on a sliding scale harmless at 1% mostly harmless 1.5% novice 2% etc I think a more gradual rebuy will make players less afraid of death and they might realise it's not game ending experienc to die everyone and then

Shouldn't it be vice versa? The more experienced you are, the less expensive the rebuy gets? Just like with my car insurance. The longer i drive without accident, the more cheap it gets :D

Starting players SHOULD use starter ships like Cobra, Viper, Adder because the rebuy is also cheap. If they watch on youtube "get rich quick" and than cry about a 30mil rebuy on their brand new Anaconda....bad luck! Own fault i say....
 
Well as a Pirate I kill a lot of non compliant players and they get salty about the rebuy the experienced players can afford to pay more the new guys can't a rebuy for me is like one 2 hour mission killing stuff a rebuy for a noob is like 2 weeks work
 
Cool. A "go play other game" argument in disguise. Insightful.
No, not at all.

Clearly not this one per the post I was responding to.

Minecraft creative mode and massive projects created therein. Lego anything. Any game with a minimal or nonexistent death penalty, which is most games. I don't think gaming has the sigular impetus you think it has.

So you want Elite Dangerous to be more like Lego or Minecraft?
I don't.
 
I would, so you're wrong.

This was a reference to the 2.1 improved AI for NPCs of rank dangrous or better. The forums were flooded with salt as alot of people that had next to zero combat skills were blown up all the time for their miserable loadout decisions (shieldleas Cutters, etc). The result was a nerf to NPCs making them nothing of a challe ge again.
 
Even without going into credit exploits and simply doing normal day to day activities with a modicum of efficiency is more than enough to pay for all of your rebuys. Sure a full battle cutter might set you back 40 million credits per rebuy, while a similarly equipped Corvette is about 25 million credits, but that's peanuts compared to what they can earn you compared to how hard it is to lose them unless you are actively being suicidal as they take several minutes for NPCs to wear down even if they have the attention of an entire CZ. Repairs are relatively expensive for big ships compared to small ships, but even they are trivial once it gets down to it as you can limp into dock with most modules and hull heavily damaged and only have to spend a few hundred thousand credits, which is equivalent to just a few Anacondas in a CZ. Even trader equipped Corvettes and Cutters are hard nuts to crack and are practically impossible to mass lock by pirates, plus they have much cheaper rebuys than the combat fits so they don't need to earn as much to make a rebuy.

Ask yourself this: have you ever downgraded to a C or E class module from an A-grade for the purpose of reducing your rebuy? And I'm not talking about a temporary downgrade because your reserves are out and you don't have enough for rebuy, but instead a deliberate long-term choice to reduce rebuys over successive losses.

Credit income is so very much out of whack compared to expenses at the moment that they are almost meaningless. FD need to figure out how to steadily drain players credit accounts in order to keep them relevant rather than pushing them further into irrelevance.

Amen.
 
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