Such game balancing does not makes us closer to real economic.
With reward around 400k per kill of elite NPC in combat, one will have to kill 1000 enemies to buy a top-graded (not engineered) ship, plus the same for top-graded modules.
It's not a real economic, its a mindless grinding.
Also, you have to kill 100 elite NPCs per hour (less the 1 minute for each) to make it as profitable as painite mining (assuming that after rebalansing it will yield 40 mln/hour).
This is unrealistic, even is you will one-shot those 'elite' NPC - you have to fly to him first.
Frontiers do not understand this simple truth - 'rebalancing' will not fix the major problem of ED - lack of reality.
There are no goals to reach in the game. After one has got a top-level ship / elite rank - there is nothing to do.
One type of 'balancing' will be make as hard as possible an acquisition of top-level ship / elite rank (like it's so hard for combat rank and combat money making).
But such grinding will force players to stay away from this activity.
Ok, another 'balancing' is to make it easier to get money/rank (like it's so simple for mining now).
But in this case people will get cap level fast enough, and will leave the game, since they have nothing to do in it any more.
And the only difference of 'well balanced' game - how fast players will leave. Too hard grinding or too easy leveling - and players will leave shortly.
'Good balance' - players will leave in about 3 month. Make a stack of levels (good ship, then engineered ship, then anti-xeno build, fleet carrier) - players
will stay for 1 year. That's all.
Anything beyond this (actually single-player game) will require to add real economic. In which resources, ships, plants, do not appear from nowhere.
Where money are used for exchange, not as a goal. Where one can establish a colony far away in space, and resources for that colony may be mined, or bought for money. But the money have to be acquired from selling others resources, not from nowhere. But in own colony a player faction can set whatever rules they want. Naming star systsms and planets, defining trade rules, build plants and define type of economic, define hostile or allied factions, even text and language of greetings during station landing. And rewards for assassination shell be defined by colony owner and bounty shell be taken from guild's pocket.
PP or BGS shell be just alternatives of making own colonies. So, player factions may change same rules for owned star systems (the longer they own those systems - the more control they have).
With reward around 400k per kill of elite NPC in combat, one will have to kill 1000 enemies to buy a top-graded (not engineered) ship, plus the same for top-graded modules.
It's not a real economic, its a mindless grinding.
Also, you have to kill 100 elite NPCs per hour (less the 1 minute for each) to make it as profitable as painite mining (assuming that after rebalansing it will yield 40 mln/hour).
This is unrealistic, even is you will one-shot those 'elite' NPC - you have to fly to him first.
Frontiers do not understand this simple truth - 'rebalancing' will not fix the major problem of ED - lack of reality.
There are no goals to reach in the game. After one has got a top-level ship / elite rank - there is nothing to do.
One type of 'balancing' will be make as hard as possible an acquisition of top-level ship / elite rank (like it's so hard for combat rank and combat money making).
But such grinding will force players to stay away from this activity.
Ok, another 'balancing' is to make it easier to get money/rank (like it's so simple for mining now).
But in this case people will get cap level fast enough, and will leave the game, since they have nothing to do in it any more.
And the only difference of 'well balanced' game - how fast players will leave. Too hard grinding or too easy leveling - and players will leave shortly.
'Good balance' - players will leave in about 3 month. Make a stack of levels (good ship, then engineered ship, then anti-xeno build, fleet carrier) - players
will stay for 1 year. That's all.
Anything beyond this (actually single-player game) will require to add real economic. In which resources, ships, plants, do not appear from nowhere.
Where money are used for exchange, not as a goal. Where one can establish a colony far away in space, and resources for that colony may be mined, or bought for money. But the money have to be acquired from selling others resources, not from nowhere. But in own colony a player faction can set whatever rules they want. Naming star systsms and planets, defining trade rules, build plants and define type of economic, define hostile or allied factions, even text and language of greetings during station landing. And rewards for assassination shell be defined by colony owner and bounty shell be taken from guild's pocket.
PP or BGS shell be just alternatives of making own colonies. So, player factions may change same rules for owned star systems (the longer they own those systems - the more control they have).