Are all your income balancing need satisfied until Odysee?

Deleted member 182079

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Yeah I re-fit my Conda as a mining ship (renamed it Red Dwarf too ;)). All the hardpoints work pretty well for packing all the mining tools with a few left over for defence and it's good jump range really helps to counteract a full cargo hold.

I'm a bit of a weirdo and use a Challenger as an Explorer/Landfall ship (painted Lime Green and named Starbug ;) you sensing a theme yet).
I find its excellent vertical thrusters and fairly small footprint really help with high gravity planets and finding a good spot to land.
I've been using a Courier for exploration before. 40ly, 750ms boost and all necessary modules onboard means it's SLF and mothership in one pretty package.

One of my favourite activities is to shoehorn roles onto ships that may not suit themselves well to them - like my core miner Viper 3 which is a blast to fly and doesn't outstay its welcome because of its limited cargo space (about 1 core's worth).
 
The Anyconda does a fine job at everything until you unlock another ship that does one particular role better. In the end, only it's bugged hull mass stays, giving it that fabulous range.
 
Hold on, this log out/log in thing is not considered by FDev as any sort of exploit. Why would that need fixing. There are timers set for HGEs so can't do it again and again. How would farming look like in Dav's Hope??
The difference is that HGEs, along with all non mission USS are supposed to be a one-off occurrence. Once cleared, that site disappears from the game normally. I'm already well aware of some exploits which are possible which go beyond just HGE farming because of this which are very "unfair".

Dav's Hope however is a persistent, permanent site, and relogging is no different to leaving and coming back to the site. You cannot typically "leave and come back to" a HGE for more materials.
 
Dav's Hope however is a persistent, permanent site, and relogging is no different to leaving and coming back to the site. You cannot typically "leave and come back to" a HGE for more materials.
Even there, geo and bio sites typically have a 7-8 day respawn period. I have no idea why they didn't apply the same to manufactured/encoded sites like Dav/Jameson. I'm hoping they start to apply the longer respawn times more equally.
 
Even there, geo and bio sites typically have a 7-8 day respawn period. I have no idea why they didn't apply the same to manufactured/encoded sites like Dav/Jameson. I'm hoping they start to apply the longer respawn times more equally.
Shows how long it's been since I played the relog game XD
 
I honestly never cared what they did regarding income balancing. They could have left mining alone, or nerfed it even further, for all I care. Other peoples credits don't really effect me.
"But Muh BGS!! Muh Power Play!!!"
Meh, whatever, if they can do a thing, you can do a thing.

Then again, it is easy to not care what they do when you have around 45-50B in cash and assets. $38.8 Billion was made mining so take what I say with a grain of salt or 3 kilos or so.
 
"But Muh BGS!! Muh Power Play!!!"
Meh, whatever, if they can do a thing, you can do a thing.
Not really. The BGS is actually woeful for balance, and smuggling is one of many mechanics at the precipice of this imbalance.

It's true, if someone else can cause an Investment for one faction, then I could also cause an Investment for a different faction. That's not the imbalance though.Rather, the lack of ability to cause the opposite states (such as Famine, Lockdown) is a major source of imbalance. Coupled with that is incentivising (i.e balancing) activities which cause those negative states (as well as actually having some of those activities in the first place.

That's also not going anywhere near things like how Anarchies are the weakest faction type, and anything that isn't Authoritarian is comparatively weak. But that gets a bit OT.
 
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The difference is that HGEs, along with all non mission USS are supposed to be a one-off occurrence. Once cleared, that site disappears from the game normally.
If that were so and this and the random scraps dropping from high ranked ships were the only ways to get G5 manufactured materials (well, and the punishing trading up or across), I'd have probably quit long ago. I can withstand some fair amount of grind, but building up a fleet like mine without getting the required materials by relog farming would be insane.
 
If that were so and this and the random scraps dropping from high ranked ships were the only ways to get G5 manufactured materials (well, and the punishing trading up or across), I'd have probably quit long ago. I can withstand some fair amount of grind, but building up a fleet like mine without getting the required materials by relog farming would be insane.
Doesn't matter how you feel about it though. HGE's despawn once cleared normally. The relog trick to get them to respawn is a pretty blatant exploit in that regard, and as I said... pretty timid compared to some of the effects you could achieve using this.

As for the "trickle"... I dunno what you're doing differently, but 50-odd G5s and up to 100 G4s per hour is my normal rate if I focused on their collection, without using any relog tricks. Feels like enough to me. (I ignore G3 down, generally because I'm capped out on them)
 
As for the "trickle"... I dunno what you're doing differently, but 50-odd G5s and up to 100 G4s per hour is my normal rate if I focused on their collection, without using any relog tricks. Feels like enough to me.
50 odd all over the place, when I need 50 of the same. Heck, when building something large and lightweight for exploration I need more than the max storage space of some. That without a steady source of exactly what I need would be terrible. I'm not against fixing the exploit, but only with a massive increase in HGE spawnrate and/or massive decrease in rolls required for G5 mods.
 
50 odd all over the place, when I need 50 of the same. Heck, when building something large and lightweight for exploration I need more than the max storage space of some. That without a steady source of exactly what I need would be terrible. I'm not against fixing the exploit, but only with a massive increase in HGE spawnrate and/or massive decrease in rolls required for G5 mods.
I'd challenge the notion that you "need" that many, but whatever floats your boat... this is the perennial issue with this sort of thing, some bizzare notion that engineering must be 100% G5 or nothing else.
 
Mine are (mine, get it!) as I think combat is in a good place (but still needs addressing for various reasons I'm not bothered to go into again).

But there's still lots of areas of the game that need love. I just don't think tweaking some numbers will be enough for those parts though.
 
"But Muh BGS!! Muh Power Play!!!"

In things like Powerplay you need to totally sever any connection between money and progress since credits are now easy to get, but Powerplay has not scaled along with it. 5C in particular can fast track forcing you to spend stupid amounts of time and money countering.
 
I’m just glad that my favorite activity pays now.

Until recently it was:

Mine for an hour? 250,000,000.
Bounty hunt for an hour? 2.5 million.

The other day I killed one Conda for like 800,000 lol.

You can actually sustain yourself through combat without finding ways to cheese it, and that’s awesome.
 
Even there, geo and bio sites typically have a 7-8 day respawn period. I have no idea why they didn't apply the same to manufactured/encoded sites like Dav/Jameson. I'm hoping they start to apply the longer respawn times more equally.

Yes indeed it would be very nice if they applied the timers to everything. They could then concentrate on increasing the amount of places we get certain items.
There are many abandoned settlements that spawn nothing, which I presume would not be too hard to add the spawn X items list with timer to the settlement code.
Installations and Megaships are everywhere, having one of the cargo bays have a selection of materials rather than random loot script X, would give at least, what 40,000 locations? we could use.
Damaged mega ships and generation ships would also be good places for some random materials.
Having the surface outpost with no docking ability have some means of getting materials via SRV or on foot in the future would be a very viable option too, as we can already use them for Encoded Data, though they get ignored because well, its easier to log at Jamersons Cobra.
So many better options open to fdev than simply making the items respawn on a log.
 
The question you should be asking to answer the op is : What inspired people to re-install the game to take part in the 200m cr/h activities, and stop playing when it was nerfed? Fundamentally; regardless if some, or even FDEV don't like the answer; it's something that needs close examination.
 
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