Why is Combat still a Low Paying High-Risk activity?

Get a good combat rank and a good rep witht the local factions and you get good missions. Some of them pay really well and are not very dangerous. :)

I did a spec ops mission from an allied rep faction last night. 27 million for 30 ships. Biggest thing in the USS was an Asp Scout.
 
I'm in a really bad mood today and couldn't be bothered to read your post, so I do apologise in advance for that. I did just want to say though (based on the title) that massacre missions now pay superbly well and have never been easier to complete.

9m for 16 ships is a common occurrence and quite reasonable I feel.

This is true. I've had a couple MM for 30mil. These are almost on par with wing trade missions.
 
Yeah, right, 3.3 had no impact on combat profits at all. /s

I never said 3.3 didn't have a positive effect on combat rewards, you're putting words into my mouth. I'm saying that for the highest risk of an activity, Combat Players aren't seeing any results that stack up with the rest of the lower-risk activities in the game, this graph means nothing to what I've said.
 
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I'm looking at all the professions and I'm really happy that most jobs in the game have gotten some meat on their bones in terms of payout but what about Combat? With the risks that combat it brings, surely the combat community should get some fat wallets as well.

Don't do combat, then. Job done. When you go to work, is that work what you're interested in? No. Generally speaking, only the very lucky get to love their job. And they generally get paid less to do it. The only way that reverses is if there's a power imbalance and someone's life is at risk. If you have no money and the only job is cleaning the toilets, you will HAVE to clean those toilets or starve. CEOs have savings and can say "No" to a job. So if they are wanted in the job, you have to pay them what they demand.

So don't do combat. Do Robigo passenger missions. pays a lot, I hear. Or stop worrying about the credits and learn to love the boom.
 
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I never said 3.3 didn't have a positive effect on combat rewards, you're putting words into my mouth. I'm saying that for the highest risk of an activity, Combat Players aren't seeing any results that stack up with the rest of the lower-risk activities in the game, this graph means nothing to what I've said.

You think 8 billion credits in a week from combat alone is a non-result?
 
Combat in ED is low pay high risk activity?

PvP yes.

PvE not really.

Exactly.
In the scheme of the game world what is PvP accomplishing? Nothing! Where anywhere does the “death” of a player matter?
It doesn’t.
Whereas for PvE Combat it is all related to the big, beautiful BGS that makes the universe go round.

*Warning*
The above statements are wide, sweeping generalizations and are not meant to cover every single nuance that may, or may not, be brought up.
 
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I’m not sure ‘combat’ is the highest risk activity - at least not so clear cut as to justify buffing payouts. Reason I say this is recent experience.

Solo’d a medium CZ in my FDL last night and had a ton of fun. Earlier in the week I did a gold transport mission with my Phantom. Both ships are G5’d out and properly equipped for their roles in Open Play.

The gold mission had a lot more risk than the CZ, in my opinion. Not only did I have NPC pirates coming after me (whom I happily engaged) but I had to take care of my cargo as well. The CZ had plenty of NPC allies to help and plus I was the fastest thing in the instance.
 
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You think 8 billion credits in a week from combat alone is a non-result?

1 billion in a day from void opal mining, the 1 billion in a day from "exploit" trading, and the 1 billion in a day from "exploit" Passenger mission says otherwise. (this is unrealated to my point though as I'm not looking at pay, but the pay compared to the other activites.)

My point is Combat should be on the level, if not higher, than the lower-risk activites. Combat builds are by far the most expensive builds in the game and Combat Pilots should see an increase in credits for their increased efforts but all they've gotten is new toys (to buy and outfit which costs even more Credits to outfit and build) when they didn't need it.
 
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1 billion in a day from void opal mining, the 1 billion in a day from "exploit" trading, and the 1 billion in a day from "exploit" Passenger mission says otherwise. (this is unrealated to my point though as I'm not looking at pay, but the pay compared to the other activites.)

My point is Combat should be on the level, if not higher, than the lower-risk activites. Combat builds are by far the most expensive builds in the game and Combat Pilots should see an increase in credits for their increased efforts but all they've gotten is new toys (to buy and outfit which costs even more Credits to outfit and build) when they didn't need it.

And my point is that I, as a combat pilot, earned more per hour than all those methods. I didn't play all day every day for a week. I think the most I did on any given day was 4 hours, the other days were 0-3 hours - even counting the parts of those hours where I was crashing to a black screen, summoning Task Manager, being frozen mid-fight for 30 seconds at a time, etc. etc. So it works out to something like 2 billion a day if I'd dedicated my life to it, based on the 8 hour working day that you need to get a billion in opals.

I mean, I think it's ludicrous, actually. The method we used is no secret: whether you think it's an exploit or not is a subjective decision, but the basics have been in the game for a couple of years and it was clearly a conscious design decision. But 3.3 buffed the payouts to silly levels. And I certainly wouldn't call it "high risk".

The better question is, why do it, when there's absolutely nothing to spend your billions on?
 
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Don't do combat, then. Job done. When you go to work, is that work what you're interested in? No. Generally speaking, only the very lucky get to love their job. And they generally get paid less to do it. The only way that reverses is if there's a power imbalance and someone's life is at risk. If you have no money and the only job is cleaning the toilets, you will HAVE to clean those toilets or starve. CEOs have savings and can say "No" to a job. So if they are wanted in the job, you have to pay them what they demand.

So don't do combat. Do Robigo passenger missions. pays a lot, I hear. Or stop worrying about the credits and learn to love the boom.

Don't be that guy... please, don't be that guy. This is video game, dude, not real life. Real life doesn't know balance and never will. Video games need balance and logic in order for it to be the best experience for a wide audience they appeal to, otherwise, one side of the player base will be the only ones playing and enjoying it.
(you can stop reading here btw I've made my point.)

Just because someone isn't as happy as You doesn't mean it's their fault. That's a very selfish point of view to have when the thing they complain about is out of their control.

I'm not complaining about the money in MY pocket, that's beside the point, It's not about MY wallet or MY problems, it's about the imbalance in credits for High-Risk Combat compared to the other lower-risk activites. So please, either give me something that's related to this video game or go back to real life.
 
And my point is that I, as a combat pilot, earned more per hour than all those methods. I didn't play all day every day for a week. I think the most I did on any given day was 4 hours, the other days were 0-3 hours - even counting the parts of those hours where I was crashing to a black screen, summoning Task Manager, being frozen mid-fight for 30 seconds at a time, etc. etc. So it works out to something like 2 billion a day if I'd dedicated my life to it, based on the 8 hour working day that you need to get a billion in opals.

I mean, I think it's ludicrous, actually. The method we used is no secret: whether you think it's an exploit or not is a subjective decision, but the basics have been in the game for a couple of years and it was clearly a conscious design decision. But 3.3 buffed the payouts to silly levels. And I certainly wouldn't call it "high risk".

The better question is, why do it, when there's absolutely nothing to spend your billions on?

I'm not speaking about what a Single Pilot makes, neither am I going to argue the opinion of High-Risk to a Single Pilot. that's an argument that can go on without any resolve as there are no hard facts and, the hard fact that: not ALL Combat Pilots do what a Single Pilot does exactly. No one person's personal example can break facts.

And the fact is Combat is the on the lower tier of the paying activities in the game, when it is the most expensive and high-risk activity in the game.

Also, to answer your question, Billions can be spent on everything in the game that is requires money, which breaks your argument that there is "absolutlely nothing to spend your billions on". Plus that doesn't contribute to the discussion either.
 
Then I give up. I've told you that since the patch dropped I've made more money from combat than any other "profession" can - I quadrupled my previous bank balance accumulated over 4 years in just 1 week; that it wasn't really "high risk", medium risk at best; and furthermore that it makes me more money than I can ever spend.

There's nothing else to say.
 
Out of genuine curiosity, what do people think would be a fair actual amount per hour for combat?

There isn't an "actual amount per hour". Putting a definite number on what should pay what isn't going to get anyone anywhere. Instead, it should be "what should pay what compared to -insert co-exsisting activity- and, with factual evidence, why.
 
PvE combat has always been fairly high profit and fairly low risk...just not as profitable or as low risk as some other tasks, which were/are either tedious or simply outright handouts.

Just guessing, but probably because the AI would smash their ships into the ground before you could deploy your hardpoints.

[video=youtube;AXY7D0k7uJI]https://www.youtube.com/watch?v=AXY7D0k7uJI[/video]

Real life doesn't know balance and never will.

Real life is perfectly balanced. Conservation of energy, thermodynamics, etc. Everything obeys the laws of nature.
 
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High risk? For a new player, maybe. If they bite off more than they can chew. But, for any established player combat isn't very high risk at all. The highest threat was through 'Friendly Fire' incidents, but FD have wiped that out by changing the scanning rules. I make my way largely on combat, and I don't see much of an imbalance at all.
 
Funny thing is as an experienced player I don’t need the cash from combat. I suspect many others are in the same boat.

Engineering materials, BGS effects, garnering favor, and affecting the political landscape are much more valuable to me.

Surely credits aren’t the highest form of value in Elite?
 
Get a good combat rank and a good rep witht the local factions and you get good missions. Some of them pay really well and are not very dangerous. :)

This only highlights more problems. Why should Combat Players have to jump through MORE hoops in order to get a "decent" pay that's not even on the same level of other lower-risk activites that also doesn't need to go through any of these hoops?

It's not the pay, it's the imbalance of pay to the other activites. If you're happy with the pay, that's good. But systematically and logically, Combat should pay more to be on par with the other lower-risk activities.
 
I never said 3.3 didn't have a positive effect on combat rewards, you're putting words into my mouth. I'm saying that for the highest risk of an activity, Combat Players aren't seeing any results that stack up with the rest of the lower-risk activities in the game, this graph means nothing to what I've said.
It depends on how you see it though. Combat pilot equip his/her ship accordingly and engage at will into the danger, well prepared, while a trader is equipped for trading and not combat and can get interdicted. The trader can use tricks and such, and even be somewhat prepared, but they're the ones at higher risk of losing everything in a situation like that. Even more so in Open...
 
This only highlights more problems. Why should Combat Players have to jump through MORE hoops in order to get a "decent" pay that's not even on the same level of other lower-risk activites that also doesn't need to go through any of these hoops?
But traders go through the same hoops to get well paid trading missions.
 
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