Crew member taking 54% of profits instead of 12%

NG5aaNU.jpg

This is the problem, it says profit, not payout. FDev doesn't account for mission costs or other related costs.
 
Lol,im not getting mixed up at all.

The commodities are an expense to comple the mission like buying a module would be. The crew dont take a % of the cost of the module.

Why should they get a % of the cost of a mission?

But thats what there getting currently. They should get a % of the profit like every other mission in the game.

Going round in circles is boring me,i cant really make it anymore simple if you cant understand.

You're just not making any sense.

Let's say I take a mission to carry a passenger to Colonia for Cr3m.
I have an NPC who gets 12% of my rewards.
I fly there, deliver the passenger and I get paid Cr2,640,000. (88% of Cr3m)

My NPC gets paid Cr360k (12% of Cr3m)

If it costs me Cr2m to repair the integrity of my ship after completing that mission, that's an expense I pay.

The game doesn't calculate the NPCs payment on the basis of payment minus expenses.
They get 12% (or whatever) of ANY reward, regardless of expenses incurred in the process of attaining that reward.

This.
Is.
Consistent.
For.
All.
Mission.
Types.
 
This is the problem, it says profit, not payout. FDev doesn't account for mission costs or other related costs.

Oh, I agree that it's incorrectly worded.

It's a pedantic point to make, though, and (more importantly) it applies consistently to all mission types.

As I've said, I do think it's unfair the way NPCs leech credits away from you even if they're inactive but creating another unfair mechanic which calculates payments for "fetch" missions differently to every other mission type isn't a good solution.

A good solution would be to create a mechanic which allows us to put our SLF pilots "on leave" whenever we don't need them, cos that would also work consistently for all mission types.
 
You're just not making any sense.

Let's say I take a mission to carry a passenger to Colonia for Cr3m.
I have an NPC who gets 12% of my rewards.
I fly there, deliver the passenger and I get paid Cr2,640,000. (88% of Cr3m)

My NPC gets paid Cr360k (12% of Cr3m)

If it costs me Cr2m to repair the integrity of my ship after completing that mission, that's an expense I pay.

The game doesn't calculate the NPCs payment on the basis of payment minus expenses.
They get 12% (or whatever) of ANY reward, regardless of expenses incurred in the process of attaining that reward.

This.
Is.
Consistent.
For.
All.
Mission.
Types.

Im making plenty of sense,your either being stubborn or not understanding.

I can help you with neither at this point.

Disagree,but to trying say someone is not making sense,question their understanding or trying to strawman them while not even taking the time to actually read whats being said is just poor.

Every other mission in the game NPC crew take from profit except for fetch missions.

I.
CAN.
DO.
THIS.
TOO.

Oh, I agree that it's incorrectly worded.

It's a pedantic point to make, though, and (more importantly) it applies consistently to all mission types.

As I've said, I do think it's unfair the way NPCs leech credits away from you even if they're inactive but creating another unfair mechanic which calculates payments for "fetch" missions differently to every other mission type isn't a good solution.

A good solution would be to create a mechanic which allows us to put our SLF pilots "on leave" whenever we don't need them, cos that would also work consistently for all mission types.

Incorrectly worded or consistent with every mission type bar one? :p
 
Every other mission in the game NPC crew take from profit except for fetch missions.

No.

I just provided you with an example of how rewards work consistently in ALL mission types.

Let's say I take a mission to carry a passenger to Colonia for Cr3m.
I have an NPC who gets 12% of my rewards.
I fly there, deliver the passenger and I get paid Cr2,640,000. (88% of Cr3m)

My NPC gets paid Cr360k (12% of Cr3m)

If it costs me Cr2m to repair the integrity of my ship after completing that mission, that's an expense I pay.

The game doesn't calculate the NPCs payment on the basis of payment minus expenses.
They get 12% (or whatever) of ANY reward, regardless of expenses incurred in the process of attaining that reward.

Do you dispute this?

Do you think, in the above scenario, the game would deduct the expense of repairing a ship's integrity and then pay an NPC 12% of the profit?

Do you think in the above scenario, the NPC would be paid Cr120k or Cr360k?

The correct answer is Cr360k.

Because NPCs get paid a consistent proportion of your mission rewards (not profits) in all mission types.

Incorrectly worded or consistent with every mission type bar one? :p

No, exactly as I said. Incorrectly worded AND consistent for all mission types bar none.
 
No.

I just provided you with an example of how rewards work consistently in ALL mission types.



Do you dispute this?

Do you think, in the above scenario, the game would deduct the expense of repairing a ship's integrity and then pay an NPC 12% of the profit?

Do you think in the above scenario, the NPC would be paid Cr120k or Cr360k?

The correct answer is Cr360k.

Because NPCs get paid a consistent proportion of your mission rewards (not profits) in all mission types.



No, exactly as I said. Incorrectly worded AND consistent for all mission types bar none.

No nothing,your factually wrong.

The game tells you your wrong and you still cant admit it.

It says deducted from "Profit",clear as day!!
 
No nothing,your factually wrong.

The game tells you your wrong and you still cant admit it.

It says deducted from "Profit",clear as day!!

What says "deducted from profit"?

Post up a screenshot.

You didn't answer my question though.

Do you think the NPCs pay gets reduced in accordance with expenses incurred during any type of mission?

Post up an example of that if you think it happens.

You won't, though, 'cos it NEVER happens in any type of mission.

Consistently.
 
What says "deducted from profit"?

Post up a screenshot.

You didn't answer my question though.

Do you think the NPCs pay gets reduced in accordance with expenses incurred during any type of mission?

Post up an example of that if you think it happens.

You won't, though, 'cos it NEVER happens in any type of mission.

Consistently.

Those costs are running costs not mission costs. You incur them even of you travel without missions. Theres one type of mission that involves the cmdr fronting money for commidties. The crew member gets 12% of the money i have to spend on said commodities. Then takes 12% from the profit.

And thats working as intended?

I dont have to post anything,the pic of "Profit Share" is a few posts back.

And in fairness what im saying should be clear as day to anyone who thinks about it for a minute.
 
Those costs are running costs not mission costs. You incur them even of you travel without missions. Theres one type of mission that involves the cmdr fronting money for commidties. The crew member gets 12% of the money i have to spend on said commodities. Then takes 12% from the profit.

And thats working as intended?

I dont have to post anything,the pic of "Profit Share" is a few posts back.

And in fairness what im saying should be clear as day to anyone who thinks about it for a minute.

What you're saying IS clear as day.

The problem is, you're asking for a change specific to one type of mission, which wouldn't work with any other missions.

Why should players have to cover all the costs of expenses incurred during, say, combat missions or passenger missions but not do the same for cargo missions?

If FDev change cargo missions so that expenses are factored into profit and then NPCs are given only a share of the actual profit, it legitimises every similar criticism of every other mission type - and it's much harder to quantify expenses directly related to any other mission type.

Which is why it's a can of worms they're unlikely to be willing to open.

Which, in turn, is why it's better to advocate the need for a "standby mode" for NPCs; because that would alleviate the same problem AND work equally well with every mission type.
 
Back
Top Bottom