From playing and reading here, estimated max potential for people who have mastered their various professions is the following:
There are two main consequences of the above:
Not sure if FD is thinking in this direction, and how to go about it exactly as it is much easier to write this than design a successful system which rewards risk taking as the highest reward activity in game while not breaking the rest of it. The universe created definitely has the baseline in order to support such a concept, which is encouraging.
Anyone here has a view on how to encourage high risk = high reward type of gameplay in this universe? It should not be obligatory, just another option to the existing professions or a different activity altogether, even though I would prefer that ship flying skills are the main driver for high risk/high reward type of behaviour.
It could be as simple as a competition - ie for exploration - The Empire, Federation and Alliance awarding 100M credits for whoever claims X (could be Sagittarius A
) in their name and comes back to collect the prize, or something along those lines. If you get killed along the way back, the whole action is reset. Those would have to be "handmade" , ie planned by the dev team.
An automated/scripted option could be to have targets, series of events enabling taking over systems for a small faction where a % of the haul goes to the players who enabled the takeover, but where a player could face whole fleets of enemy ships, some really challenging scenarios which would only affect him as he is trying to complete the objective; another could be having a rare event of finding precious gems for mining, which is akin to an in-game lottery win - ie really rare (maybe once a month for some lucky miner mining Bauxite
).
The game engine is most likely not ready (will it ever be? ) to have a proper war front where the winners are richly rewarded after completing some objectives, but I am sure that there could be other types of activities that could be designed within this gameworld which would mix it up a bit and reward skilful behaviour by individuals, perhaps even groups for taking certain kinds of risks, while at the same time not interfering with the rest of the game population who enjoy taking it easy while exploring, mining, trading or taking down AI ships one at a time.
- Exploring ~ 100,000 Cr/Hr
- sustainable and no danger whatsoever
- Bounty Hunting ~ 300,000 Cr/Hr
- not sure if sustainable as it depends on availability of Anacondas to kill, perhaps a lower long term average (200-250k?)
- Mining ~ 500,000 Cr/Hr (likely with using the exploit with logging on and off after funding that precious rock yielding 40%+ Gold or higher value metal)
- likely lower when everything is taken into account, ie flying to the ring, finding the rock, going back and selling to do it all over again (300-400k?)
- Trading ~ 1,000,000 Cr/Hr
- sustainable with large ships
There are two main consequences of the above:
- Game involving high cost ships is trade locked, other activities are too costly (insurance, repair, fuel), if you want to avoid trading and keep on using high cost ships
- Exploring and Bounty Hunting cannot support high cost equipment, however given the current setup you only need 15-20M to be as well equipped as you will ever need to be for those two.
Not sure if FD is thinking in this direction, and how to go about it exactly as it is much easier to write this than design a successful system which rewards risk taking as the highest reward activity in game while not breaking the rest of it. The universe created definitely has the baseline in order to support such a concept, which is encouraging.
Anyone here has a view on how to encourage high risk = high reward type of gameplay in this universe? It should not be obligatory, just another option to the existing professions or a different activity altogether, even though I would prefer that ship flying skills are the main driver for high risk/high reward type of behaviour.
It could be as simple as a competition - ie for exploration - The Empire, Federation and Alliance awarding 100M credits for whoever claims X (could be Sagittarius A
An automated/scripted option could be to have targets, series of events enabling taking over systems for a small faction where a % of the haul goes to the players who enabled the takeover, but where a player could face whole fleets of enemy ships, some really challenging scenarios which would only affect him as he is trying to complete the objective; another could be having a rare event of finding precious gems for mining, which is akin to an in-game lottery win - ie really rare (maybe once a month for some lucky miner mining Bauxite
The game engine is most likely not ready (will it ever be? ) to have a proper war front where the winners are richly rewarded after completing some objectives, but I am sure that there could be other types of activities that could be designed within this gameworld which would mix it up a bit and reward skilful behaviour by individuals, perhaps even groups for taking certain kinds of risks, while at the same time not interfering with the rest of the game population who enjoy taking it easy while exploring, mining, trading or taking down AI ships one at a time.
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