Decent credit buff in all areas

The bolded part is very important and many do forget this, I agree.

Not that many people seem to make multi millions with ease, which is nice in its own way, since the average gamer would likely skip everything from sidewinder -> python -> Anaconda if it was too easy, and miss out on a whole game entirely of ships in between.


If anything making credits is too easy, I'm not sure how people make as much as 1 mill pr minute, most I've ever made was 2 mill for 1 hour of bounty hunting and that made me feel yay but also felt like I made way to much money way to fast :p


It seems astonishingly easy to make credits in this game, millions doesn't seem that hard. The Clan I'm a member of [Contrail] has a team speak channel, and every night I listen to Clan members updating (bragging) other members about the 50-100million they've made that evening. They're just normal players who've put the effort into understanding the mechanics of the game and don't appear to spend excessive time in the game.

Now the real credit grinders dont speak in millions, but billions, and we've a couple of those in the Clan with in excess of 10billion in banked credits never mind assets :)

Me, I've been playing since beta ,I've 40Million in the bank, a good collection of ships and i'm more interested in finding content than worrying about trying to complete the game in 80 days.

Shas.
 
Reading these threads I must suck at gathering money.
I have had the game for a year give or take a few months, and I am flying a Cobra Mk III, just like -84, with few millions in bank.
Never read Galnet, very rarely watched youtube tutorials, and now when there were a note how you can get enough credits for Anaconda in 24 hours, I am thinking of stopping using those altogether.

I enjoy bounty hunting, some combat zones, some trading and missions.
Lost quite a bit in trading, since playing with Oculus, I don't use any helper tools, trying to see from galaxy map what would sell well, and happily forgetting it the next time I need to decide trade route. Trading may be decided along with missions, recently I noticed that by scrolling down one can see where certain things are exported from each planet.

Missions are hit and miss, finding the pod from planetary surface may never get accomplished, but sometimes I enjoy trying, when I have an hour to play. Flying around to cover more area seems not to be the answer :)

Point being, even after a year, I thoroughly enjoy playing and seeing things.
Upgraded computer and have CV1 in preorder, have also ED updates for life, so no need to hurry.

I tried cqc for an hour, ok, but not for me.
I tried planetary driving for an hour, ok, but so far didn't see the appeal or need, and it may not be very comfortable with Oculus. Maybe I need to see some tutorials, it did take me considerable time to find a vehicle and map basic things to controllers to even be able to get there.

hrk
 
I preferred it in 1.1/1.2, when you really had to work to even get a Viper Mk. III, let alone a Vulture!

Yup, been playing on and off for a year and only managed to get around 60 million and 20 of those was from long range smuggling in the last few months.

I'm quite happy with my collection of Asp's.
 
The only thing I want to see is a better income scaling curve for all jobs in the game.

Take bounty hunting, for example.

As a new player, bounty hunting is an excellent source of profit with both risk and reward. As you upgrade to bigger and better ships you can take on tougher and more valuable opponents, and kill them faster allowing you to earn more money. That's great! Except by the time you hit a Vulture, the progression pretty-well stops dead and there is very little room for improvement from this point on.


  • A decent Vulture can earn anywhere from 2 to 3.5 M per hour (No PP bonuses) depending on how much time they have and how lucky they are with their spawn tables.
  • A decent Federal Corvette can earn anywhere from 2 to 4 M per hour (Again no PP) because they are capped by the same spawn rate even though their time to kill is faster.

The big difference here is that the Corvette is worth ~20-40x more than the Vulture and potentially has a rebuy worth more than the Vulture's total asset value.
I'd love to see a balance pass on this, because right now if you want to buy, outfit, and maintain a big combat ship you either need rank 5 ALD or you need to fund your efforts with a trading (or smuggling) ship.

While we're on the subject, Robigo is actually one of the better examples of how an income curve should be scaled. Right off the bat, I do believe that the bottom end of the curve is a little too high - newbies are able to make a little more than they ought to be able to - but stop and think about it for a second. Missions in Robigo are gated by your ship, your reputation with the local factions, and your trade rank. With a bit of tweaking to the way bulletin boards work, those three levers are exactly what you want to use to control income scaling. The more you progress as a pilot, and the better suited your ship is, and the more you work for these factions, the better your potential profit gets.

Imagine if the bulletin boards were synced across Solo/Group/Open on a slow (30-60 minute) refresh, but had a ton of missions all the time. You would be gated on which ones you could pick up by your rep, rank, and ship. That is rewarding gameplay with meaningful, player-driven progression.

To reply to OP, no I don't think we should just double or triple the income across the board. That wouldn't solve the underlying problem, which is that many careers/jobs/activities in this game pay out so poorly that they aren't worth doing unless you have other motives, and many of them do not scale up with the pilot and his ship, forcing players to do other jobs that they don't enjoy as much purely so they can afford to do the things they do enjoy.
 
EXTREME drop in earnings, raise in ship price and add-ons.
As is, the game has no longevity.
No joy in accomplishing getting ship X in a day, is there.

In the lowered earnings, make trading and the lot drop even more and make combat more lucrative.
 
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EXTREME drop in earnings, raise in ship price and add-ons.
As is, the game has no longevity.
No joy in accomplishing getting ship X in a day, is there.

In the lowered earnings, make trading and the lot drop even more and make combat more lucrative.

On the contrary, the grind to outfit my Anaconda was what pushed me away from this game for a while. It took me 180 hours to save up to buy that hull in the first place and outfit it (just barely) for exploration. The thought of needing another 600M for a proper combat build was depressing.

When Robigo came along and I was able to suddenly earn income on par with bulk trade (~10M per hour) thanks to my already decent trade rank and having enough money for a good Asp, my interest in the game was totally revitalized. I basically doubled my net worth in a about a week of smuggling, and for the first time in a long time I felt like I actually had enough credits on hand to experiment freely and try different things without having to strip down and sell off my entire fleet and then run with barely enough to cover insurance.

I'm sitting just under 600 Million in total asset value right now and loving it.

I can totally understand reducing income for newer players so they aren't bypassing all of those early starter ships in the first two days, but at the other end of the spectrum I feel like it's too hard to make money unless you're a smuggler or can tolerate the tedium of bulk A->B loop trading.
 
On the contrary, the grind to outfit my Anaconda was what pushed me away from this game for a while. It took me 180 hours to save up to buy that hull in the first place and outfit it (just barely) for exploration. The thought of needing another 600M for a proper combat build was depressing.

When Robigo came along and I was able to suddenly earn income on par with bulk trade (~10M per hour) thanks to my already decent trade rank and having enough money for a good Asp, my interest in the game was totally revitalized. I basically doubled my net worth in a about a week of smuggling, and for the first time in a long time I felt like I actually had enough credits on hand to experiment freely and try different things without having to strip down and sell off my entire fleet and then run with barely enough to cover insurance.

I'm sitting just under 600 Million in total asset value right now and loving it.

I can totally understand reducing income for newer players so they aren't bypassing all of those early starter ships in the first two days, but at the other end of the spectrum I feel like it's too hard to make money unless you're a smuggler or can tolerate the tedium of bulk A->B loop trading.
But having done all this "work" (Safe trading likely? Not saying it's bad!!!), doesn't it feel more rewarding?
PS: Being a full combatant, I am aware of the long run for ship X, GOD am I glad i do not want a big dipper.
I am more than content with me Vulture.

- - - - - Additional Content Posted / Auto Merge - - - - -

https://forums.frontier.co.uk/showthread.php?t=231342


This!!!!
 
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What do people think ?

Should all areas for generating credits be given a decent increase, doubled, tripled or even more

As it is it takes many many months to get enough credits to buy the big ships and decently equipment them without getting grinding burnout from doing the same repetitive tasks over and over.

Would it be more fun if this could be done quicker say in a month or two of hard work.

I've been playing just over a year have a decent bank balance and a couple of nice ships but the credits needed to go to the next level doesn't seem particularly appealing. I know its not about how much money you have but you do need a certain amount if you want to fly most of the ships.

I imagine everyone whose been playing a while has put huge amounts of time and effort into the game to get to where you are but would you like it to be a bit easier to earn money.

No, you're addressing a symptom, not the problem.

The problem is that the ONLY rewards for doing things in this game are the experience of doing it, and credits. Credits are highly incentivized and so it puts this insane value on cr/h that is just dumb.

Instead, give us non-monetary rewards.
 
But having done all this "work" (Safe trading likely? Not saying it's bad!!!), doesn't it feel more rewarding?
PS: Being a full combatant, I am aware of the long run for ship X, GOD am I glad i do not want a big dipper.
I am more than content with me Vulture.

Honestly all I really want is to not have to choose between fun and profit. Robigo aside, most activities in this game are one or the other but not both.
Being in a Vulture, combat is still both of those things for you, but should you ever move up to an FDL or something larger you'll find very quickly that Combat no longer covers your expenses as well as it used to, and it will take huge amounts of time to save for upgrades unless you switch to a trade route instead.
 
Honestly all I really want is to not have to choose between fun and profit. Robigo aside, most activities in this game are one or the other but not both.
Being in a Vulture, combat is still both of those things for you, but should you ever move up to an FDL or something larger you'll find very quickly that Combat no longer covers your expenses as well as it used to, and it will take huge amounts of time to save for upgrades unless you switch to a trade route instead.
And why would I do that?
Don't fix what ain't broken, I learned, and I am BLOODY happy in a Vulture.
Aside, i refuse to become an errand boy, in whatever form: being that trading, smuggling/bringing "important data over" or the likes.
That is SO not me.
 
What do people think ?
Should all areas for generating credits be given a decent increase, doubled, tripled or even more
As it is it takes many many months to get enough credits to buy the big ships and decently equipment them without getting grinding burnout from doing the same repetitive tasks over and over.
Would it be more fun if this could be done quicker say in a month or two of hard work.
I've been playing just over a year have a decent bank balance and a couple of nice ships but the credits needed to go to the next level doesn't seem particularly appealing. I know its not about how much money you have but you do need a certain amount if you want to fly most of the ships.
I imagine everyone whose been playing a while has put huge amounts of time and effort into the game to get to where you are but would you like it to be a bit easier to earn money.

Personal thoughts: No thanks mainly out of spite and continuity. I do understand the arguement but it's like making it easier to max out your level on WOW or any other MMO.

-There are those intent to grind all the way to the top ship then quit because they don't know how to play the game without grinding. Lets make that grind as long as possible to spite those people. :D
-On the Continuity side, some backers back in 1.0-1.2 took nearly 4 months to get an Anaconda even grinding through trading/combat. Currently you can do it in about 3 weeks even without shadow delivery smuggling missions. Lets not make that any less than it is already.
-Thirdly it will only exacerbate the income differences between things like Mining/Exploration and the moneyspinners like Combat/Trading/Smuggling. Whilst some difference is good lets not exaggerate it.

There is a but in here though:
I'd allow a loadout option for training missions allowing for any ship and any loadout to be selected. This would also be beneficial if the module sell penalty gets re-introduced.

Finally I'd add if people really really really want to fly the biggest ships but can't find the time to put the time in then they can always get beta access to be able to get a ship many times their current bank balance.
 
I feel your rank should warrant certain benefits including higher pay, accident forgiveness, warranties, insurance, and discounts. Aside from giving you a fancy badge there's no real benefit to being an Elite.
 
there is no content ingame, which you can't experience in a cobra mkIII - every kind of mission, activity, signal source can be at least survived and most of the time handled to success in cobra mkIII.

that's a 10 mio CR ship, which most players should be able to buy after 10-20 hours gaming time.

all other ships are only "credit sinks"/variety/virtual assets people work forward to, so it really makes no difference, whether you fly an anaconda after 100 or 1000 hours ingame.
 
The only thing I want to see is a better income scaling curve for all jobs in the game.

Take bounty hunting, for example.

As a new player, bounty hunting is an excellent source of profit with both risk and reward. As you upgrade to bigger and better ships you can take on tougher and more valuable opponents, and kill them faster allowing you to earn more money. That's great! Except by the time you hit a Vulture, the progression pretty-well stops dead and there is very little room for improvement from this point on.


  • A decent Vulture can earn anywhere from 2 to 3.5 M per hour (No PP bonuses) depending on how much time they have and how lucky they are with their spawn tables.
  • A decent Federal Corvette can earn anywhere from 2 to 4 M per hour (Again no PP) because they are capped by the same spawn rate even though their time to kill is faster.

The big difference here is that the Corvette is worth ~20-40x more than the Vulture and potentially has a rebuy worth more than the Vulture's total asset value.
I'd love to see a balance pass on this, because right now if you want to buy, outfit, and maintain a big combat ship you either need rank 5 ALD or you need to fund your efforts with a trading (or smuggling) ship.

While we're on the subject, Robigo is actually one of the better examples of how an income curve should be scaled. Right off the bat, I do believe that the bottom end of the curve is a little too high - newbies are able to make a little more than they ought to be able to - but stop and think about it for a second. Missions in Robigo are gated by your ship, your reputation with the local factions, and your trade rank. With a bit of tweaking to the way bulletin boards work, those three levers are exactly what you want to use to control income scaling. The more you progress as a pilot, and the better suited your ship is, and the more you work for these factions, the better your potential profit gets.

Imagine if the bulletin boards were synced across Solo/Group/Open on a slow (30-60 minute) refresh, but had a ton of missions all the time. You would be gated on which ones you could pick up by your rep, rank, and ship. That is rewarding gameplay with meaningful, player-driven progression.

To reply to OP, no I don't think we should just double or triple the income across the board. That wouldn't solve the underlying problem, which is that many careers/jobs/activities in this game pay out so poorly that they aren't worth doing unless you have other motives, and many of them do not scale up with the pilot and his ship, forcing players to do other jobs that they don't enjoy as much purely so they can afford to do the things they do enjoy.

A very sensible and well thought out post +rep for you my good man.

Scaling earning potential to your major and minor faction rep & ship is a most sensible solution.
 
all other ships are only "credit sinks"/variety/virtual assets people work forward to, so it really makes no difference, whether you fly an anaconda after 100 or 1000 hours ingame.

Allow me to disagree. During 1.0 - 1.2 my goal was to get back to the Type-9 I so much enjoyed during Beta. I didn't do it because I wanted to have my name associated with one, I didn't do it because I'm a pixel hoarder, I did it because I enjoyed to fly one. That drift. That feeling you get when you approach the cow catcher too fast and you know that if you don't match to rotation in time, you're gonna splatter all over the entrance. That view you get above the landing pad.

I did my grind in the Type-6, Asp and Type-7 and I wish I hadn't. I enjoyed those ships to some extent, but I wish I could have just jumped in the Type-9 from the start and be able to use it to pay it's price in the first place.
 
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Allow me to disagree. During 1.0 - 1.2 my goal was to get back to the Type-9 I so much enjoyed during Beta. I didn't do it because I wanted to have my name associated with one, I didn't do it because I'm a pixel hoarder, I did it because I enjoyed to fly one. That drift. That feeling you get when you approach the cow catcher too fast and you know that if you don't match to rotation in time, you're gonna splatter all over the entrance. That view you get above the landing pad.

I did my grind in the Type-6, Asp and Type-7 and I wish I hadn't. I enjoyed those ships to some extent, but I wish I could have just jumped in the Type-9 from the start and be able to use it to pay it's price in the first place.

I'm with you :) loving a ship is a very good reason to fly it, and waiting for flying it isn't nice - but there is no "game-need" to do so.

you can enjoy every mission/activity/... with a cobra mk III (as said above), if you enjoy them more with an cutter or an Asp or a courier (mining courier anyone?), is your personal difference. you enjoy flying a t9 (i guess that's 50 or 70 hours or 100 hours into the game?), i enjoy flying a courier, eagle and cobra (10-20 hours into the game?). this is a very different approach to OP's approach - how long shall it take to the bigger ships?

what i wanted to argue is, that triple income is no solution for people like you (you will still have to wait to fly a t9), the only solution would be to give everyone every ship he wants right away, which would spoil the fun of other players. i started a new account some month back, and for my fun earning money (if you know the game) is much to easy. i already had that feeling with my original commander - that making credits in the galaxy is very easy (it took some hundred hours into a python). i don't think that cr/h ratio is a good balancing point.

what i liked in my personal history of table top roleplaying games was the chance, to pick starting conditions by background. so - if you start as an imperial snob, you might have a cutter right away :) ... or if you start as a trucker for a corporation, you might be able to fly a t7/t9 from the beginning (but if you loose it, you'll loose your job and your ship and will sit in an sidey). but i think this idea is very much against the way elite works as a game (i would still like it).
 
ships should cost a little more, and modules should cost a little less, but there are about a 100 things i would like to see fixed in this game before spending time on balancing this stuff.
 
Other than exploration data value being increased and mission rewards, nothing else should be increased.

Ships should take a long time to buy and premium modules should cost a lot of money. The game is not about getting the best ship and equipment, it i about doing what you enjoy.

If only buying new ships and equipment is what you find fun then this is not really the game for you.
 
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