Your calculation is biased: Try this...I have the ship I paid 50 million credits for. That is 50 million credits out of my available assets, that I expect that ship to earn in a reasonable time. It's even worse in the case of my (now retired) mining 'conda. 200 million spent on the ship, which pre-January "patch," earned its worth over the course of about four hours. Now I wouldn't even bother because since it's main purpose was mass core mining, and having more ores now is much worse than having fewer, it's just extra cost for less profit.
The cost of the ship is the "debt" that the ship itself needs to pay off to have value to have been purchased, equipped, and god forbid engineered in the first place. If it's not gaining me credits, than in a game where credits are the single limiting factor in what I can do in said game, it's setting me back and useless.
In the current balance of the CR earnings in-game, if I spend 1 bil+ on a combat Cutter for PvE, I will need to spend at the very least 30 hours, and more likely approaching 100 hours, in combat, in that ship, in order for that ship to recover the cost I spent on it. My argument is that is obscene, for a video game.
My Cutter has cost 800 million to equip - asset value = 800 million- Hull value 120 million (- 10%) = 108 Million
The ship has to earn 12 million before RoI is achieved (until the ship is sold it is an asset with value) anything further earned during its lifetime is pure profit. (apart from insurance rebuys which may have to be 'factored' in)
Sorry, I may have a different angle on 'Assets' in that they actually do not need to earn their purchase price, only the sell loss on the hull
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