Balance

How should the various activities currently available be balanced?

I will set out the ground rules for this thread. The professions are as follows: Miner, Trader, Escort/Bounty Hunter, Pirate, Mercenary, Explorer. (Edit: forgot Exploration for some reason)

We will concentrate on the same 3 attributes for each profession: Danger, Income, and Fun. Each attribute is scored from 0-3 (0=None, 1=Low, 2=Average, 3=High).

How would you score the professions at the moment based on those 3 attributes?

How should they be scored to best balance the gameplay?
 
Last edited:
Mine: 2:1:1
Trade: 3:3:1
BH: 1:3:2
Pirate: 2:1:3
Explorer: 1:1:2

My personal thoughts. Not got beta so this is my 1.2 thoughts.

Danger is a little subjective, trade danger could be 1-3 depending on ship quality and trade route (rares vs normal, solo vs open).
Pirates need a better way of securing profit but traders need better defences. Mining needs buff overall, exploring could do with a profit boost to scanning with possible decrease in profit from honking.

Should be:
Mine: 2:2:2
Trade: 1:1:2
BH: 2:2:3
Pirate: 3:3:3
Explorer: 2:2:3

All my opinion obviously but I think trading should be the safe option with least chance of being destroyed but less profits since its the life blood of the galaxy. (Ok normal trade route in T6 can be classed as low income but a T9 on a good route can make more money than anything else in the game).
Mining is also a key element of the whole galaxy simulation so should pay well enough to make it worthwhile, even risk, even reward sorta thing.
Bounty hunting and pirating should be the fun yet dangerous way to play with mid-high chance of getting overrun by pirates yet rewards since you put your ship on the line more often.
Pirates should be the high risk high reward where if it is done right they can sell their stuff for a ton of profit.
Exploring should be buffed to something at least viable not the 1MCr per hour (best case grinding) it is at the moment.

My ideas to achieve such a result:
Significant increase to prices whilst keeping the profit per ton the same, this means traders still make the same yet miners and pirates (since they don't pay for the goods) get a buff to their profits.
Traders to be able to hire NPC security wings to make pirates job harder.
Bounty profits will reduce somewhat relative to commodity price change making job not as rewarding but still very profitable, should be a less consistent spawn rate. Chance for a massive swarm of pirates to come and overwhelm you every now and then if fighting in a low security RES etc, add some risk! :)
Explorers to get income buff, add in some more variety like comets and accretion discs and supernovas etc to make it more dangerous yet more fun/exciting.

Obviously anything that adds to fun is good but for trading and mining I really don't see how it can be made overly fun unless you move to a whole new level of immersion that would spoil the game for many other people.
 
Last edited:
Your ideas are intriguing to me and I wish to subscribe to your newsletter.
Ditto. Here's mine, and how I think it should go. I'm leaving merc and explorer out, as I barely know anything about mercwork and explorers are basically disconnected from the rest of us, and are fine as they are in most ways.

As of 1.3 Beta:
Mining: 2:2:2
Trading: 3:3:1
Bounty Hunting: 2:2:1
Piracy: 1:1:3

However, I can't describe the next section with these numbers.

Mining: It should be only slightly less profitable than trading, but since you don't buy the commodities it's less risky. Mining while under attack is fun as well, and since one attack can ruin so much time, it's quite fun.

Trading: Some people like trading. For those that don't, I personally think they should just get out, but still, a great amount of credits is needed for this mundane task. It should pay top dollar, but extremely dangerous, because in order to make the most cash you need to de-arm yourself, and a pirate will often find you in such a state.

Bounty Hunting: It doesn't exist yet, however, bounty farming does. I think bounties should be much, much higher, into the millions range, but opponents should not only be tougher, but much more difficult to destroy. For example, an Elite Anaconda might have a 1.5 Million credit bounty on his head, but you would have to chase him through many systems using the FSD Wake Scanner, fight him many times and perhaps you may be destroyed during this process. His jumps won't be far, so combat ships could keep up, but would likely lead through different jurisdictions, allowing bounty hunters to become true to their name. They aren't Rent-A-Cop, they're out for cash. None of this spawn a good RES instance crap.

Piracy: Time for my profession. This is really bare-bones at the moment. With a 201,000 Galactic bounty, I have been travelling for hours and have not been interdicted by any NPC bounty hunters, not once. Seriously? Not only does my profession pay me peanuts, but there's no excitement, either? Declarations of piracy needs to be implemented, Hatch Breakers need to be made usable by anyone not in a Sidewinder, shot-out drives need to pull ships to a stop, and more. Why introduce the criminality punishments before making piracy viable!?
 
Imagine you have 6 points per profession to share amongst the 3 attributes (Danger, Income, Fun). How would you spend them?
 
how it is

mining 1;2;2
trading 1;2;1
explore 1;1;2
bounty 2;3;3
pirate 3;1;3

I think it should be

mining 2;2;2
trading 2;2;2
explore 2;2;3
bounty 3;3;3
pirate 3;3;3
 
Last edited:
Back
Top Bottom