What is everyones ideal credits per hour rate?

Blech. I am still of the opinion that carriers are an incredibly niche possession in this game. They are so very limited in what they can do. Basically they jump REALLY far and act as a PARTIAL base for one's operations (no authorities to turn bounties in to, or mission givers, etc). In that sense, they appear to be really only useful for people heading out into the Black. If you are inside the Bubble, you can get by quite nicely without a carrier. This is the reason why I am not interested in them, even though I've already got nearly half of the money to buy one.
 
Blech. I am still of the opinion that carriers are an incredibly niche possession in this game. They are so very limited in what they can do. Basically they jump REALLY far and act as a PARTIAL base for one's operations (no authorities to turn bounties in to, or mission givers, etc). In that sense, they appear to be really only useful for people heading out into the Black. If you are inside the Bubble, you can get by quite nicely without a carrier. This is the reason why I am not interested in them, even though I've already got nearly half of the money to buy one.
heads up, this is not correct:
no authorities to turn bounties in to
a redemption office module allows you to hand in bountie vouchers (and combat bonds).
but that's probably not a dealbreaker :)
 
heads up, this is not correct:

a redemption office module allows you to hand in bountie vouchers (and combat bonds).
but that's probably not a dealbreaker :)
Someone having a whine about Fleet Carriers and having only a vague idea of what they can do?

Say it aint so
 
Meh, I'd be more interested in mission givers to be honest. And no, I wasn't "whining" about carriers. I simply don't care about them. Additionally, my knowledge about them, while incomplete (thanks for the info, goemon), is not "vague". One of my friends has a carrier and I have made use of its services. He has mostly basic services in his though. No office for turning in combat bonds.
 
I didn't agree with a 200m/w upkeep either.
I meant with earning of 200m/h in laser mining (before nerf), complaining about upkeep is ridiculous.
FYI: 5.7b in assets, 108b in cash and an FC with 8 years of upkeep. I let you decide where i am in terms of game progress.
Oooo, flexing your wealth to win arguments. Deflate your ego please and save us the cringe.

Seeing that you have obviously benefitted from the lucrative money earning so far in Elite, I really don't think your opinion on what new players should be earning is really that valuable. Bit like the Elite version of Jeff Bezos demanding the minimum wage should be lowered.
 
but as you can't buy material with CR, this is fully unrelated to earning rates.
fully engineering an AspE takes as long as fully engineering a cutter (okay, the cutter has one hardpoint and two utilities more...). it's also the same game"play"

It is entirely related to the point I was making, in that making credits and reaching Anaconda is not end game content. Earning enough to get the ships you want, and then engineering them to the max and then starting to get into fleet carriers is end game content. This was in response to the claim that earning rates should be lowered because new players earn anacondas within the first couple hours and then quit, because they have essentially "completed" the game, which is just total twaddle.
 
This was in response to the claim that earning rates should be lowered because new players earn anacondas within the first couple hours and then quit, because they have essentially "completed" the game, which is just total twaddle.
ah, now i got it. yeah - that's not the problem here imho, too.
 
It is entirely related to the point I was making, in that making credits and reaching Anaconda is not end game content. Earning enough to get the ships you want, and then engineering them to the max and then starting to get into fleet carriers is end game content. This was in response to the claim that earning rates should be lowered because new players earn anacondas within the first couple hours and then quit, because they have essentially "completed" the game, which is just total twaddle.

Who said that. Will full respect that it doesn't make sense to anyone who never had to do it.. imagine if you consider ships "content", and 86.8% of them were just pointless and a joke. You're doing them for a laugh. If this is starting to click, it actually was the better when you used those craft instead because you had to.

I think as people have discussed though, it seems so obvious that an earnings rate that matches your progress is the ideal way. So at any point in time you're always earning enough that the next stop is always a week or two away. I have a feeling every single other game puts an effort into doing this, rather than day 1 you have access to endgame earnings methods that are balanced for prices of endgame content.
 
Give me a fun day, something to do and a bit of learning and I'm happy. My Carrier's weekly upkeep is 5M - which can be earned in about 20 minutes.
So I actually don't give two pins what my weekly income is. I would have to be utterly stupid for YEARS to have any issue with money.
 
It is entirely related to the point I was making, in that making credits and reaching Anaconda is not end game content. Earning enough to get the ships you want, and then engineering them to the max and then starting to get into fleet carriers is end game content. This was in response to the claim that earning rates should be lowered because new players earn anacondas within the first couple hours and then quit, because they have essentially "completed" the game, which is just total twaddle.

Why are people discussing end game content in an open ended game?

:D S
 
Who said that. Will full respect that it doesn't make sense to anyone who never had to do it.. imagine if you consider ships "content", and 86.8% of them were just pointless and a joke. You're doing them for a laugh. If this is starting to click, it actually was the better when you used those craft instead because you had to.

I think as people have discussed though, it seems so obvious that an earnings rate that matches your progress is the ideal way. So at any point in time you're always earning enough that the next stop is always a week or two away. I have a feeling every single other game puts an effort into doing this, rather than day 1 you have access to endgame earnings methods that are balanced for prices of endgame content.

You could drop 10t of LTDs to a new player and they'd be flying an A rated conda 2 hours later.
Without the balancing of income streams, new players rush fly through the progress ED has to offer so far, the game will get left aside in no time, since they have already achieved and obtained everything.
 
As long as there's progression, there's an end-game.

No. As long as there is progression there is progression. End-game is when the game can be "won". Elite Dangerous cannot be won or finished. People may get a feeling of having completed or accomplished what they wanted to do or perceived is what they can do within the game. But it is different for everybody, and as already pointed out elsewhere numerous times, we have 400,000,000,000 stars to visit.

The only way the game is a mile wide and an inch deep is in the shape of the galaxy, which is roughly 130,000 ly wide and maybe 1,000 ly thick on average. If for some reason you cannot find enough to do within the vast scope and detail of this game board, it may simply be that you have exhausted what you are willing to do for now. Others will find stuff to do though, which only reflects the different take people have on having fun within this game.

Credits and credit earning rates are aspects of progression, but open ended just like the game itself. The progression to ever more costly ship types is progression, and the ranking with super powers and different factions are progression as well. Neither really lead anywhere though, and we don't get more involved or demanding game play aspects from going through these. Perhaps fleet carriers could have been an end game asset, but they are not game play in themselves - FD largely wasted that opportunity by making them largely similar to other ships bar some clunky interface and interaction aspects.

So in short, no, progression does not imply end game. Only if you are stuck in an MMORPG mindset. If you are, you don't really understand ED.

:D S
 
Seeing that you have obviously benefitted from the lucrative money earning so far in Elite, I really don't think your opinion on what new players should be earning is really that valuable. Bit like the Elite version of Jeff Bezos demanding the minimum wage should be lowered.
Think of it more this way:
Seeing how the past has affected the player group & wealth, I'm supporting what should be avoided in the future.

Think of it this way:
The galaxy went through a massive money boom for the last 2 years roughly (with the introduction of core mining and other fun stuff). Those who seized the opportunity at the time, got rich. Some more, some less.
I've been playing almost since day one, and I made my first fortune by hauling gold from a refinery to a high tech place. Making money was hard. If you've been around at that time, you know what I'm referring to. That feeling when you could finally afford a bigger ship to haul a bit more, to make more money in the process. Getting that T-6 was one of my biggest highlights in game. Not sure about any other player, but my guess is, most players wouldn't touch the T6 with a 6ft pole these days. Reason being: you save up for a bit longer and try to get that Asp or the Python.
If the Cr/h is too high, most ships would get skipped.

Example: My son started playing. I dropped a few LTDs back in the days when they were worth 1.6m a pop for him, his Sidewinder got upgraded to an AspX. We went mining for an hour, he sold his newly mined LTDs and upgraded straight to a Python and still has 550m sitting in cash. Never flown any other ship in the game. He could afford it, but why would he? He is now in one of the best allrounders in the game.

And there are many people here happy to drop some goodies for a new player, experiencing the same skip.
 
No. As long as there is progression there is progression. End-game is when the game can be "won". Elite Dangerous cannot be won or finished. People may get a feeling of having completed or accomplished what they wanted to do or perceived is what they can do within the game. But it is different for everybody, and as already pointed out elsewhere numerous times, we have 400,000,000,000 stars to visit.

The only way the game is a mile wide and an inch deep is in the shape of the galaxy, which is roughly 130,000 ly wide and maybe 1,000 ly thick on average. If for some reason you cannot find enough to do within the vast scope and detail of this game board, it may simply be that you have exhausted what you are willing to do for now. Others will find stuff to do though, which only reflects the different take people have on having fun within this game.

Credits and credit earning rates are aspects of progression, but open ended just like the game itself. The progression to ever more costly ship types is progression, and the ranking with super powers and different factions are progression as well. Neither really lead anywhere though, and we don't get more involved or demanding game play aspects from going through these. Perhaps fleet carriers could have been an end game asset, but they are not game play in themselves - FD largely wasted that opportunity by making them largely similar to other ships bar some clunky interface and interaction aspects.

So in short, no, progression does not imply end game. Only if you are stuck in an MMORPG mindset. If you are, you don't really understand ED.
Mile wide and inch deep.
Yes we do have 400b star systems to visit. but how many offer us ACTUAL content?
Another non-landable planet is not content.
A single star? 399,999,999,999 more to go with hopes for something more.
130000 LY apart. How much of this is covered in content? Vast space is not content.
Even if you'd make it 500,000 wide with nothing inbetween, it wouldn't make any difference. Because the void is... well... dead space!
So i'm not stuck on a number of how many billion systems we are offered to explore or how wide and tall the galaxy is.
I'm more interested in how many of those numbers offer something to us!

Here is a good analogy for you:

You come to a book store, and you are looking for a good read. Something to entertain you.

I give you a book, it has 50 pages of a interesting story.
Now I give you another book, which has 100 pages, but every 2nd page is blank. "Blaze your own trail/write your own story".
Now I give you a book with 200 pages, which starts with "Chapter 1" on page 1, and "The End" on page 200.

Which book do you find the most engaging or interesting or entertaining?

So really, it doesn't matter how big you make the galaxy, if you don't fill it with anything, it might as well not be there.
Similar to the Australian Nullarbor. You have a 200,000 km2 of NOTHING! But it's so big! yet it's void!
 
Mile wide and inch deep.
Yes we do have 400b star systems to visit. but how many offer us ACTUAL content?
Another non-landable planet is not content.
A single star? 399,999,999,999 more to go with hopes for something more.
130000 LY apart. How much of this is covered in content? Vast space is not content.
Even if you'd make it 500,000 wide with nothing inbetween, it wouldn't make any difference. Because the void is... well... dead space!
So i'm not stuck on a number of how many billion systems we are offered to explore or how wide and tall the galaxy is.
I'm more interested in how many of those numbers offer something to us!

Here is a good analogy for you:

You come to a book store, and you are looking for a good read. Something to entertain you.

I give you a book, it has 50 pages of a interesting story.
Now I give you another book, which has 100 pages, but every 2nd page is blank. "Blaze your own trail/write your own story".
Now I give you a book with 200 pages, which starts with "Chapter 1" on page 1, and "The End" on page 200.

Which book do you find the most engaging or interesting or entertaining?

So really, it doesn't matter how big you make the galaxy, if you don't fill it with anything, it might as well not be there.
Similar to the Australian Nullarbor. You have a 200,000 km2 of NOTHING! But it's so big! yet it's void!

That's not even an analogy! If you can't see a point of something, someone else might. Funny you should be mentioning parts of Australia - I make my living out of finding stuff in areas of Aus where others would say there is nothing.

Try again! There are analogies out there that may be fitting. I would use one where there are 400,000,000,000 books that are almost, but not quite, the same. However, there are no easy way of finding those that you might find special except making some assumptions based on trends, or looking for what others have found. So what do you do?

:D S
 
That's not even an analogy! If you can't see a point of something, someone else might. Funny you should be mentioning parts of Australia - I make my living out of finding stuff in areas of Aus where others would say there is nothing.
Fair call, but out of 100 places where others call "nothing", how many times do you find something?
 
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