Insurance rebuy rates

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.

*Waves*
I do this!

Sort of...
I don't install expensive armour in my non AX ships. Mainly because it's expensive, and pushes up my rebuy needlessly, but also because I rarely die, and when I do, the armour would have likely not saved me.. *cough*station guns*cough*...
So it's a pointless expense to be lugging around, when in some cases I could own an entire other ship. Lol
That and jump range, speed and manoeuvrability are more fun than not dying.
:p

But then I don't hoard credits unless I'm saving for something specific, because I like being low on credits so my big ships aren't expendable.
 
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.

Spot on.

Last weekend I decided to earn Cr250m to cover the cost of buying a Mamba and a Phantom.
Finished doing that on Monday night.
 
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.
Just to be clear, I am talking about times where 5mil/h was considered very good hourly rate when you played the game "just right" without things like skimmer massacres and other glitches. Also for the record I refused to ferry passengers when I found out that it increases your exploration rank and that felt very wrong to me, otherwise all bus drivers in my town would be famous by now. So, at that rate, flying an high upkeep ship was deliberately setting yourself up for 6 hours setback just for one rebuy. Of course it is hard to die to NPCs, yet try doing powerplay in open like Winters did back then :p The standard "highwake" was a last resort, not a means to an end if you undermined in open... Otherwise you weren't undermining much :p

If you can earn more than 5mil/h nowadays, I'm up for it. And totally against increasing rebuy cost. One is free to wipe his account after each death or suffer a 6 gameplay hours setback being forced to re-earn rebuy if one so desires. I just find that totally unfun. That could translate to 2-3 days of playing for some, myself including.

PS: as for downgrading modules for rebuy purposes, nah, didn't downgrade per se, just didn't all A-rate it. Not the same, but still. But that was in the days of having 20mil and a FAS, days thankfully long gone.
 
One is free to wipe his account after each death or suffer a 6 gameplay hours setback being forced to re-earn rebuy if one so desires. I just find that totally unfun. That could translate to 2-3 days of playing for some, myself including.

"Let's make the game easier in some small way"
"Well, you might as well just have a big red 'I WIN!' button!!!"

"Let's make the game more challenging in some small way"
"Well, you might as well just wipe everybody's save when they have a ship destroyed!!!"

Nice to see rational discussion isn't an entirely lost art. :rolleyes:
 
"Let's make the game easier in some small way"
"Well, you might as well just have a big red 'I WIN!' button!!!"

"Let's make the game more challenging in some small way"
"Well, you might as well just wipe everybody's save when they have a ship destroyed!!!"

Nice to see rational discussion isn't an entirely lost art. :rolleyes:

Let's make insurance costs random!
 
If you make lots of claims on your Car Insurance...it goes up...
If you damage your car committing a crime...insurance won't pay out...
If I have fitted some non-manufacturer recommended modification to my car...write it off...the Insurance company won't replace the Mod...
Etc etc...
Couldn't we just have Elite Insurance work like Car Insurance (including having to pay a monthly/annual premium) ???
 
Why does one play in solo or a private group opposed to playing in open. Becasue half or bettter of the issues here don't happen there. OPEN should be more dangerous than it is, Anarcy system should be more dangerous than they are. Solo and private have their purpose, open has it's own. The choice is up to the player.

Why buy a hundred plus million dollar ship, invest another in most cases a billion and then be scared of loosing it when it's you choice to play or not play in a mode that is not conducive to your not getting it destroyed.

I've known of the possible pit falls that are involved in open vs solo and choose not to play there. I can play in my own private or someones else's private if and when I'm invited in which case it's exactly but for the number of other humans, is the same exact game. I can well afford a dozen billion cr rebuys but choose not to take the chance by playing the same exact game with all it perks in a private game. One can establish friends here or other fourms, invite them or get invited to play in private. And if for one reason or the other an issue occurs, get kicked out or kick someone out. Why bother if one is scared, continue play in open when private offer's the same exact perks.
 
If you make lots of claims on your Car Insurance...it goes up...
If you damage your car committing a crime...insurance won't pay out...
If I have fitted some non-manufacturer recommended modification to my car...write it off...the Insurance company won't replace the Mod...
Etc etc...
Couldn't we just have Elite Insurance work like Car Insurance (including having to pay a monthly/annual premium) ???

i agree with the possible small print of the premium..... the problem with that is it hugely punitively punishes the casual dip in every few months for a couple of hrs player, and if it was balanced to such a way as not to hurt them, it would be totally irrelevant to the hardcore every evening player.
 
Yeah let's just kill off PVP because some people don't like what another bunch do.

A standard PVP ship has a resale value of 120mil thereabouts. (i.e. when viewing the option in the shipyard to sell the ship with everything on board).

So to lose all of that cause my ship was blown up in PVP? Nah.

Sliding scales for rebuys are a bad idea. Some things exist as they are in the game because it's fun. Overly penalising people for engaging in an in game activity that they enjoy is not fun.
 
Personally, and I'm just spit balling, if PowerPlay is the PvP mode of choice (and open only?), any PowerPlay related deaths should be entirely, or mostly covered by the power you work for.
Unrelated deaths, such as crashes or docking snafu's aren't covered.

PvP then gets a playability boost, and the factions "economy" can also be based on how many rebuys they're forking out for per system, and overall.
You wanna attack a specific system? Then simply cost the faction a shed load of credits by killing CMDRs and NPC's.
Wanna support it? Bring in goods and boost its economy via any number of methods, trade, mining, etc.

PowerPlay conflict zones can have an overall resource per zone, and each time an ship is lost, it costs that faction some resources. No more resources means no more reinforcements, which means the other team wins. Or something along those lines...

I think I just fixed PowerPlay by accident...
 
I proposed a similar sliding insurance scale in the past.
It made sense to me based on how the economy was back after the initial release. Credits were pretty hard to come by when starting out.
Now payouts have ballooned so much since then, I'm not sure this is needed or helpful anymore.
Then again, I haven't played from scratch in 4 years, so really don't know what it's like starting out right now.

On another note, I'm going to try and get my son into ED after the Q4 release. So maybe I can see what it's like to start out again through his eyes.
 
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