If FD went down the road of making credits meaningless (which they practically did with mining) then what you're more looking at is some sort of sandbox game. Its not what i really am interested in with ED.
I think credits should have meaning, otherwise a lot of activities in ED are devalued. Rebuy is meaningless these days thanks to how easy credits are, caution can be thrown to the wind unless you worry about what you are carrying (bounties, exploration data, cargo), and that would more be from a BGS perspective where losses still matter (as loss of stuff means loss of time). Loss of some bounties isn't really that much of an issue when you are rolling in billions. Exploration data, yeah, explorers of course care about that still, but not usually for the credits.
New players could/can get into an Anaconda in a week with a little effort. That seems wrong to me.
I don't think it should go back to how it was near launch, where it took me a year to get enough credits for an Anaconda. While i see value in such slow progression myself, i know a majority would not like that.
So, i'd advocate for something like 10-20 million per hour without resorting to exploity mechanics like Robigo passenger runs and perhaps FD can look at doing something about edge cases like that.
HOWEVER! I feel that if earnings come down like that, Fleet Carrier prices would need looking at as well as tritium prices for refuelling.
Agree with this completely.
The only thing I'd add, as I've said a squillion times before, is that I'd like to see FDev develop "gold rushes" as a means of quick earning in addition to the "standard" Cr20m/hr (or whatever).
Fundamentally, there should be at least 3 ways of obtaining stuff (all stuff) in ED...
1) A "fallback" method, which is idiot-proof, can be accomplished by a newbie in a Sidey and only yields a small reward.
This method would be for newbies (duh!) and for players who find themselves "stuck" but need a way to obtain stuff.
2) A "standard" method, which is how you should expect to obtain stuff as a result of normal gameplay.
This would be how everybody routinely obtains their stuff.
3) An "advanced" method, which would require either a lot of risk, special ships or skills or a lot of time/effort.
This would be a way to obtain a lot of stuff in one go but it wouldn't be something you could do routinely.
That would apply to everything, from obtaining credits and mat's to gaining naval rank or powerplay merits.
In context of credits, we've already got crash-sites that yield cannisters of stuff.
That could be expanded so that there are more places (on planet surfaces and in space) where you could just find stuff lying around, swipe it and sell it to create a "fallback" method of earning credits.
As a "standard" method of earning credits, we've got, erm, heaps of stuff; missions, mining, trading and BHing.
No problems there.
For an "advanced" method of earning credits, I'd like to see chained missions (forming "camapigns") that would be challenging, take several hours to complete but offer rewards that are, say, double what you could earn by spending the same time doing regular activities.
I'd also like to see, as I said, some kind of "gold rush" which might involve, say, mining a specific thing and delivering it to a system where there's a temporary high demand, fighting in wars, exploring specific regions of the galaxy, carrying passengers away from wars or disease outbreaks etc.
The trick with a lot of these would be that they'd either require a specialised ship or the player would have to be smart enough to discover the opportunities.