So there is another recurring theme of conversation in this forum that I'd like to address, that being the seemingly endless debate of how many credits per hour players should be able to make. There is a certain standpoint that its meant to be a big bad dangerous cut throat galaxy, so everything should be risky and difficult if the game is going to live up to its subtitle, "Dangerous". Such players are of the standpoint that in a challenging game the gratification from achieving things is worth more as those achievements are genuinely more significant accomplishments. And there are those who feel the game being based on slow progression is limiting their potential fun by locking all the good stuff (big and high performance ships / vast credit reserves) behind many hours of "grind". In short they feel the game ought to offer up its rewards much more easily than the other camp of players. Demographically longer term players feel the progression is now laughably fast, where as later arrivals tend to feel there is too much work required to access the end game content.
So thinking about both standpoints for a bit this morning, I had a eureka moment, that might be a suitable middle ground...
This suggestion only works now with the crime and punishment system, it couldn't have worked in 2.4. What I think would be an acceptable middle ground would be if when taking on missions the boards had some way of offering you a ship from the mission giver in which the player would go and do the mission, or they could use one of their own ships. This could even be useful for late game players, imagine it this way, you clock a mission offering some of the rare as rocking horse doo doo material you've been looking for, but its going to an outpost, and you are in a type 9, with passengers and cargo onboard.
Not a problem, accept the mission with the mission givers provding the ship option upon accepting the mission you go through the new ship animation and start in the hangar with a keelback loaded with the cargo you are now contracted to deliver.
Combat type mission, same thing applies, you could get a vulture / fer de lance / conda provided by the mission giver to go and splat some traitor, massacre some pirates, contribute to a CZ. Even as an end game player there may be times you dont want to get your own ship damaged / wanted, such as you've got passengers onboard who dont like danger and will eject at hull damage, its a big ship and you dont want to have to go to the expense of cleaning modules of the bounties on it etc...
Immediately I see players might try and game this proposed new mechanic, so I'm going to list a few suggested controls that might need to be integrated as part of the mission giver provided ship concept to stop it becoming the next big exploit. Players might try to steal or sell the mission giver's ship, so for the purposes of shipyard, make it like a freewinder - 0cr value. But players might use this big 0cr ship as a means of griefing, so if you lose the ship, not doing the mission, you must face the full rebuy costs, as it would be if it were your own ship, at your own expense. Also make the ship become very notoriously wanted after mission timer expired, and self destruct one week after mission timer expiring, to at least limit the amount of time a player can joyride a mission givers ship. Make it self destruct on mission being abandoned. There'd need to be something done with bounties accrued in the mission givers ship but not associated with the mission its self going to the CMDR's ship not the mission givers ship to prevent missions being used to circumvent crime and punishment.
Better get back to real life work, so I'll leave this for you to discuss and I look forward to seeing what you come up as opinions of and tweaks to this idea?
So thinking about both standpoints for a bit this morning, I had a eureka moment, that might be a suitable middle ground...
This suggestion only works now with the crime and punishment system, it couldn't have worked in 2.4. What I think would be an acceptable middle ground would be if when taking on missions the boards had some way of offering you a ship from the mission giver in which the player would go and do the mission, or they could use one of their own ships. This could even be useful for late game players, imagine it this way, you clock a mission offering some of the rare as rocking horse doo doo material you've been looking for, but its going to an outpost, and you are in a type 9, with passengers and cargo onboard.
Combat type mission, same thing applies, you could get a vulture / fer de lance / conda provided by the mission giver to go and splat some traitor, massacre some pirates, contribute to a CZ. Even as an end game player there may be times you dont want to get your own ship damaged / wanted, such as you've got passengers onboard who dont like danger and will eject at hull damage, its a big ship and you dont want to have to go to the expense of cleaning modules of the bounties on it etc...
Immediately I see players might try and game this proposed new mechanic, so I'm going to list a few suggested controls that might need to be integrated as part of the mission giver provided ship concept to stop it becoming the next big exploit. Players might try to steal or sell the mission giver's ship, so for the purposes of shipyard, make it like a freewinder - 0cr value. But players might use this big 0cr ship as a means of griefing, so if you lose the ship, not doing the mission, you must face the full rebuy costs, as it would be if it were your own ship, at your own expense. Also make the ship become very notoriously wanted after mission timer expired, and self destruct one week after mission timer expiring, to at least limit the amount of time a player can joyride a mission givers ship. Make it self destruct on mission being abandoned. There'd need to be something done with bounties accrued in the mission givers ship but not associated with the mission its self going to the CMDR's ship not the mission givers ship to prevent missions being used to circumvent crime and punishment.
Better get back to real life work, so I'll leave this for you to discuss and I look forward to seeing what you come up as opinions of and tweaks to this idea?
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