CQC CQC Credits Earned

I've reached the conclusion that the number of blades in the player's insignia might be the main determining factor in the credits total.
Example:
1 Blade (R10-19): x/1/1
2 Blades (R20-29): x/1/2
3 Blades (R30-39): x/1/3
4 Blades (R40-49): x/1/4
This could have changed since the 1.4.1 patch.
Also, the P2 symbol is like two cubes (instead of one hexagon).
So, tentatively, it increments in the middle term.
 
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I would still argue that it is faster to make money simply re-buying "just" the ship and bounty hunt with standard modules. - Unless of course he can't afford that.
 
I'd want to get the rankings any way, so why not take it all at once. Things will only get better, right.
Selling the Anaconda without modules will pay for an A-class Python without armour. A reliable ship when treated right.
The modules are only 500k insured (This was its first flight, D-class everything.) The ship itself is much more, over 7.5 million.

Safe credits can be made mining. Stay away from marked zones, go for a particular resource instead.
Trading is sometimes a risk. It's arguably better to take a batch of contracts on the same route.
Bounty hunting is more of a risk, but still manageable. Keep a good reputation by keeping everything legal. Remember that assists count.
Combat zones are always a risk. Choose a side, and fight hard until the balance is tipped. Stay close to the gang. Jump out to save your hull. Maybe there will be a Battle Cruiser on your side.
Avoid Strong Signal Sources. Most likely, a wing of Vultures will ambush and instantly win.
Delivering vouchers for power play can make 5,000,000 per week. The checks are always late. Use the bonus for quick cash.
Exploration could fill in the gaps, travelling to faction core systems for benefits might pay off. I'd want to be ready for the new Corvette.
 
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All I know is that the credits earned through CQC are laughably small. They need a 5x or 10x increase if you want them to be effective as an incentive or reward.
 
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