This thread was originally titled "Bonus credits for Open play".
Please, read the "Ideas from your feedback" section at the end of this post. There you will find a fix to some problems that the original idea had.
This is an idea I've posted on another thread and I thought that it would be nice to focus an exclusive thread on it. The idea isn't new, but I think that the present context is different from the early game years.
The gold rush and the billionaires:
Do you remember the LTD triple hotspot gold rush? I was there, but I'm not as wealthy as I could be. That is because I was playing in Open Play and I lost my cargo a few times. My cr/hour wasn't astronomical. What I could have done is play in solo mode, but I believe that the lack of risk would break the game for me. As NPCs aren't a real threat, I could have done just like a hundred other pilots and mine in the safety of Solo mode, but I am not in favor of easily becoming a billionaire in this game without real risks. More on this later.
Now we have an economical problem: too many billionaires in the game. Well, at least I believe that everyone here will agree that this is a problem even if you don't agree with the solution I will propose.
Credit balance:
The devs are trying to balance the economy. I'm in favor of it. What I will propose needs to come at the end, after price balances.
What I don't think that should be done:
I know that a lot of players like Solo mode. I wouldn't like to spoil the game for them. Removing solo mode, as many have suggested before, is out of the question.
What I think that could be done:
This forum always calls for a Risk x Reward balance. So, I believe that a Open play bonus should be a part of it.
So, let's use our imagination: Imagine that there is a new triple LTD hotspot* and the new selling price is 400,000 cr/unit. Imagine that, after price balances, this is very lucrative. What I think payment should be:
Solo: 400,000 cr/unit
Open play: 400,000 cr/unit + 100,000 cr/unit
Why?
As I said, I believe that this would be a part of "Risk x Reward" balance. If you want to receive the really good payments, you would have to risk it in Open play. From my point of view, this would benefit the following aspects of the game:
How?
As a software developer myself, I believe that this solution might be easy to implement: First, we already have a flag that identifies if a cargo is stolen or not. What I suggest is a flag that will identify if the cargo have passed through solo mode. If you mine it in solo or changed to solo to haul it, it will be flagged as "solo mode cargo". Then, when you reach a station, you won't receive the bonus to sell it.
Conclusion:
If you think that there are disadvantages I might have missed, please write a reply to this thread. I would like to hear your opinion about it.
Have a great day, commanders.
o7
*As said, this is just an example. I know that after balances core mining will probably be the real profitable mining activity.
Ideias from your feedback!
Based on sirus66 and Nadreck replies:
I was thinking about it and I believe that a Risk Multiplier would be even better. An example would be:
RM = 1 + ((number of non-allied players you have crossed paths with) + (number of player interdictions)*15 + (number of player conflicts)*25 + (number of NPC interdictions)*10 + (number of NPC conflicts)*20)/100
So, your selling price would be: (Base Price)*RM
I have included NPCs so Solo players can benefit from the Risk Multiplier too!
Please, read the "Ideas from your feedback" section at the end of this post. There you will find a fix to some problems that the original idea had.
This is an idea I've posted on another thread and I thought that it would be nice to focus an exclusive thread on it. The idea isn't new, but I think that the present context is different from the early game years.
The gold rush and the billionaires:
Do you remember the LTD triple hotspot gold rush? I was there, but I'm not as wealthy as I could be. That is because I was playing in Open Play and I lost my cargo a few times. My cr/hour wasn't astronomical. What I could have done is play in solo mode, but I believe that the lack of risk would break the game for me. As NPCs aren't a real threat, I could have done just like a hundred other pilots and mine in the safety of Solo mode, but I am not in favor of easily becoming a billionaire in this game without real risks. More on this later.
Now we have an economical problem: too many billionaires in the game. Well, at least I believe that everyone here will agree that this is a problem even if you don't agree with the solution I will propose.
Credit balance:
The devs are trying to balance the economy. I'm in favor of it. What I will propose needs to come at the end, after price balances.
What I don't think that should be done:
I know that a lot of players like Solo mode. I wouldn't like to spoil the game for them. Removing solo mode, as many have suggested before, is out of the question.
What I think that could be done:
This forum always calls for a Risk x Reward balance. So, I believe that a Open play bonus should be a part of it.
So, let's use our imagination: Imagine that there is a new triple LTD hotspot* and the new selling price is 400,000 cr/unit. Imagine that, after price balances, this is very lucrative. What I think payment should be:
Solo: 400,000 cr/unit
Open play: 400,000 cr/unit + 100,000 cr/unit
Why?
As I said, I believe that this would be a part of "Risk x Reward" balance. If you want to receive the really good payments, you would have to risk it in Open play. From my point of view, this would benefit the following aspects of the game:
- Fewer billionaires
- More PvP
- Incentives for squadrons and escorts for miners
- Incentives for mixed builds. Building a defenseless miner wouldn't be that great
- Incentives to explore and find your own mining spot
How?
As a software developer myself, I believe that this solution might be easy to implement: First, we already have a flag that identifies if a cargo is stolen or not. What I suggest is a flag that will identify if the cargo have passed through solo mode. If you mine it in solo or changed to solo to haul it, it will be flagged as "solo mode cargo". Then, when you reach a station, you won't receive the bonus to sell it.
Conclusion:
If you think that there are disadvantages I might have missed, please write a reply to this thread. I would like to hear your opinion about it.
Have a great day, commanders.
o7
*As said, this is just an example. I know that after balances core mining will probably be the real profitable mining activity.
__
Ideias from your feedback!
Based on sirus66 and Nadreck replies:
I was thinking about it and I believe that a Risk Multiplier would be even better. An example would be:
RM = 1 + ((number of non-allied players you have crossed paths with) + (number of player interdictions)*15 + (number of player conflicts)*25 + (number of NPC interdictions)*10 + (number of NPC conflicts)*20)/100
So, your selling price would be: (Base Price)*RM
I have included NPCs so Solo players can benefit from the Risk Multiplier too!
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