Credits per hour - a possible middle ground? Mission giver offers to provide a ship for mission...

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. :mad: 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?
 
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In a game based on building and personalising your own fleet of ships through kits/paintjobs/engineering/loadouts I'm struggling to see the incentive of suddenly parking it up and using a pre-built NPC ship that you haven't got any attachment to
 
The idea is to allow you to do a mission in a ship that you currently cannot afford or for other reasons such as having passengers onboard preventing you fitting cargo racks to do the delivery mission, or such like, are unable to fly. That way noobs can very quickly get the privelege of flying a fer de lance / python / conda, for the mission that requires such a ship, without needing to be spoonfed credits by the shovel load through what ever gold rush / exploit is flavour of the month, and spitting the dummy out when said overpayment is reverted back to intended levels. And by giving less established players a way to experience rather than own the big credit assets early in the game, will not upset veterans, nor enforce hardship on early players.

Once they have done a few missions they can buy some of the more expensive ships of their own, and start that journey through the modules engineering paintjobs and ship kits on their own ship. The mission giver lending the player a ship for a mission would also give them the opportunity to try new ships without taking the 10% hit for selling on a ship they dislike. I know nowadays the numbers are trifiling, but when I was starting off (in 2.0) I bought a python, and disliked its lethargic turning, but really struggled to bring myself to sell it and take the 5Mcr hit as that was a significant part of my net worth.
 
I like it simply because it will give a Commander a chance of jumping in the cockpit of a ship he/she/it doesn't have. It might even solve some of the problems in the game when a Commander plays (or grinds) away for some ship only to find out after it has been purchased that they really don't like it. Maybe this mad rush and mythical aura to get one of the Big 3 might finally abate!
 
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