making everything super fast (ie within 100 hrs) is game destroying for those whos aim is to ultimately get everything they can, BUT want this to be a long term game.
See, this right here is exactly why I suggest you (and the rest of the "progress should be slow or everyone will leave when they reach the biggest ship in a [arbitrary time period]" crowd) should find another game - it sounds like you don't enjoy this one at all, or else why would you consider the game to be "over" once you've bought all the ships?
making everything super slow (ie 3000 hrs to get JUST to the most expensive ship in the game) is game breaking for those who want to have everything in the game super quick and just see this as a short term "12 monther or less"
I don't think most people look at this game and go "ok, so I don't care in the slightest about how fun the moment to moment gameplay is, what I want to know is how long will it take me to buy all the ships so I can stop playing forever", that's just a baffling viewpoint to hold.
neither is wrong per se so i think the answer is to go back to the original pitch of the game , the dev diaries, the DDF, the KS ptich and see what type of game they were buying into.
imo that is the only honest and fair thing to do.... BUT
Agree with me, disagree with me what ever, that is cool, its what discussion is for.... but please all i ask is dont throw out that old thing of "making everything super quick has NO EFFECT on anyone elses game"... this is simply .. either a lie or grossly deluded.
How FD choose to balance things like income, and miltiary / pilots federation progression and AI difficulty and general complexity of the mechanics of the game...... all of this effects every single player, Look at ED 1.0.. imo THAT was the kind of progression FD initially visioned in the game. perhaps a little too stingy but over all it meant we had to consider wear and tear, whether to fix our ship or not....... was a mission profitable enough to use a python or should we risk it by doing in an adder instead.
or, i know i can win this fight but i may take a pounding doing it..... is it worth it?..
All of the above is gone now. the experienced players still sometimes fly the smaller ships, but that is purely for "fun" there is NO "official" (ie other than player organised events) gameplay reason to do so, NO ONE who is RPing in their right mind would dream of doing a mission in an eagle if they had a vulture, and this is largely due to all the balancing that has been done to make everything simpler.
Has it occurred to you
why there is a near total lack of super punishing space sims with glacial rates of player progress, unintuitive mechanics and obtuse interfaces?
That aside, you're describing a game that never existed - it has
always been the case that the more expensive/bigger ships are almost certainly better in every circumstance, the only thing that gave people pause about using them back then was
they had less money for rebuys. Sure, if they'd kept all the stupid stuff that was in at launch like repairs being so costly that losing your shields was almost as bad as losing your ship or the exact same fuel costing much more per tonne for bigger ships then some people might have given up before they got rich and it might have taken longer overall for most players to reach the "post money" stage of the game but make no mistake, it would still have happened eventually. That's the problem you have by measuring the game's worth entirely in terms of "how long until I can say I've completed it" - sooner or later you
will reach whatever you consider to be the end point and I'd argue it'd be hard not to be disappointed when that happens.
And before anyone jumps in with "well if you're having fun you shouldn't need to get paid", that isn't the issue - if getting paid was all I cared about, I wouldn't be doing combat in the first place, I'd be trading. It's a question of comparison. Take the current, non-beta situation: I can either bounty hunt solo or with 3 friends - since most of the time, the limiting factor on bounty hunting income is ship spawn rate, you don't get significantly more kills when in a wing so being in a wing earns you a lot less money but I do it anyway because (when wings actually work) the fun from playing in a group is worth taking a pay cut for. Now consider 2.3 (in it's current beta state): I get the same money in a wing as I do solo, so the question becomes do I bounty hunt with 3 friends or 2 friends? Well already there's a
huge black mark against multicrew - if our usual group of four is all online, it's not an option. Ok, so let's assume that one of us is busy - we have to decide between having fun and making money or having fun and not making money and which way do you think that decision is going to go once the novelty of multicrew has worn off?
The only thing that is achieved by slashing multicrew incomes is players are punished for the convenience of the feature - people will still be able to help newbies skip the early game (just dump some high end cargo for them), people will still be able to earn while afk (using multicrew no less - if you're getting money for nothing, you won't really care how much), people will still be able to earn from combat with little/no risk (by following their friends/the police around and not firing until the target is about to die). Hell, if not having to pay for rebuys is the issue then
just subtract the cost of any rebuys from crew earnings at the end of the session and the problem is solved entirely.