A new reward system

Greetings cmdrs,

Facing the recent gold rushes and rising toxicity due to them being adjusted back to standard payout I'd like to discuss a change in the payout mechanic.

Right now there are various kinds of activities and missions that often require similar amounts of effort and time, e.g. mining, trading, passengers as well as combat related activities but greatly differ in payout and required ship size regarding attributes necessary to complete them in a reasonable way.

In order to get them in line the payout tied to the ship size may help.

This means when the cmdr flys a small pad ship the generated mussions require less effort and difficilty to complete but will not pay more than 100.000 credits.

A similar filter applies to medizm sized ships.
When flying these you will be given more demanding missions in addition to the small pad missions for a payout of 500.000 to 1.000.000 credits.

Large ships will be able to generate next to small and medium pad missions large ones rewarding from 2.500.000 up to 10.000.000.
The highest paying ones will, however, take up a lot of cargo space, passenger capacity or combat efficiency which means you can only stack two or three of them.

Materials will be given at any stage at any quality but the difficulty will decide on the quality and quantity.
E.g. in a small ship you can get grade 5 materials but it will only be one or two at best while in a medium ship the amount may go up to four and in a large up to eight.
These missions will be rarer than the ones handing out grade one to four to not make the material traders obsolete.

Of course, the bgs, system state and reputation with the local factions will decide the payout and material quality within the given range.

Wing missions would also need a change but I don't have a solution for them at the moment. The payout should be scaled according to ship size combined with the contribution done.

In fact, the player should be able to progress through the different tiers of ships while not facing a too steep increasing pay wall.
Yet, the top end large ships and their respective top modules will take some time and effort and on wing missions big ships will not be able to drag up players.

Activities without missions like mining, regular trading and combat will also adjust.

Low Rez and CZs only spawn small and a few medium ships with low skilled pilots + a lot of security while
High Rez mostly spawn medium ships with up to medium skill and low amounts of security and Haz Rez + High CZs will have a mix of Medium and Large ships with more higher skilled pilots.

The Payout is tied to enemy ship size, enemy pilot skill and damage dealt to the target to avoid a sidewinder being able to earn millions in a hazrez with the help of a veteran commander killing it all.


This is supposed to be a middle way between gold rushes letting cmdrs immediately buy a conda from a sidewinder and missions making you feel stuck when looking at ships costing 10s of millions of credits.
It will allow ship based progress, reasonable rebuy cost gathering and a humane amount of time to max out a ship if desired.
 
I agree. Content should be based and optimized towards the ship player is in, to utilize the setup to its full potential.

Are you in a economy-class bulk passenger specced ship? Here, have more missions with bulk passenger requirements.
Are you in a heavy cargo ship? Have some massive cargo hauling missions.
Are you in a combat-oriented light fighter like Eagle? Have some missions adjusting enemy level/ship to your capabilities.

This is how I think games should work in the background, so that player seamlessly experiences the content he/she wants, based on what it is he wants to do at the moment.
Tired of trading? Switch to a fighter, fight. Or explorer - explore.
 
Good general idea, extremely bad examples.

Why should I swap to a large ship if I want a hard combat mission?
What if I want to use my Vulture?

Want to reward long term players?
Reward them based on their PILOT RANKS.


PS
Get rid of the damn board flipping, it's the source of all this mess.

Sothis? Boardflip.
Navy rank grinding? Boardflip.
Skimmer missions? Boardflip.
 
While I appreciate your effort OP, I'd rather have the rewards tied with skill / experience than the size of the ship, for 2 reasons :

- I'd like to see the small ships gameplay promoted
- Everyone and their dog have a big ship => everyone and their dog would have access to the big rewards => big rewards wouldn't exist at all.

I have a counter offer : FD could give the n00bz 20 billion at character creation and create a new MEANINGFUL currency. :D
 
It's not simple to come up with a solution.

Somehow the price tag on ships should correspond to higher payouts for progress.

There could also be special high difficulty missions rewarding skill, available for every ship, paying clearly above regular payout.

Honestly, you'd have to spend days working out a well working concept.

I believe FD does not have the recources to rework it all. Also, this may not repay the work necessary for this.

What is important is that we all agree on the flaws of the current system.
 
It could be based around materials and data and you could use it to buy upgrades for your modules :eek:

It could indeed : until 3.0 I found some of those rare enough to be worth hunting. With BEYOND changes, it is a maybe bit early to tell but I suspect they would be adequate. We would just need a bit more stuff to buy and we would be all set :D
 
You have described what is already in place.

The problem being is that Frontier broke a lot of their old gating mechanics and allowed rewards to fluctuate wildly when they did so.

Give an inch, they'll take a mile.

With payouts broken and no Ranking system to determine if a player is capable of completing the mission or not, people saw more credits, got greedy, and demanded more payout in a shorter amount of time.

With the rank broken and people able to take Elite ranked missions with Elite ranked payouts at Harmless, Gold Rushing was possible when people found exorbitant payouts with no difficulty.

Thus with breaking Gate 1 (Pilot Ranking) allowed circumventing of Gate 2 (Ship Size) which created players with an inability to deal with Ship Operation costs and needing more millions to keep up with the sudden overwhelming expenses they weren't ready for. Only Gate 3 (Faction Reputation) is holding fast and is the only balancing factor in rewards right now. If that one goes, the game is most certainly in serious need of Development attention at the core. If not requiring it's plug being pulled with a complete and total overhaul of the design in a new direction.
 
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