Easy Money or what?

Sorry, what game economy are you talking about? There's no player-driven market in the game. There's no player-to-player credit transfers. There is NO in-game economy except the static model that's been there from the start, and that was always rather poor from a traders perspective (it made no sense to trade in anything but the most expensive of items, as the margins on those are always the highest).

So... how again does having a large amount of money change anything in the game? The only thing that changes is that people may be more careless with their ships and / or not worry so much when / if they get blown up and be able to get the new super-expensive ships.

Oh, and BTW, if these high-payout CGs are temporary to allow people to buy the new ships, once you're back to "old" CG payouts, then it might turn out the new ships are so massively expensive that even Sothis runs won't be able to finance them in any reasonable amount of time.

I think the person you're quoting wasn't talking about the game world's economy but the game's economy. As in, the reward system and the rate of progress, what incentives exist to do some things and avoid others. Like dying for example. Currently, dying is virtually free. There's very little incentive to not die in the bubble since you lose virtually no progress when that happens right now.
Another symptom is how long you spend in the starter ships. Back when I started, you'd easily spend a couple days in an Adder or Eagle, and then a couple weeks in a Viper or Cobra mk3. There was a logical path of progression there, and each ship upgrade would improve your ability to keep upgrading further.
Currently you can jump straight into a Cobra or Viper from a Sidewinder by bounty hunting for an hour in a RES or, as we've seen with the Morai CG and the crystals CG before that, go from a Cobra straight to a Conda.
 
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I think the person you're quoting wasn't talking about the game world's economy but the game's economy. As in, the reward system and the rate of progress, what incentives exist to do some things and avoid others. Like dying for example. Currently, dying is virtually free. There's very little incentive to not die in the bubble since you lose virtually no progress when that happens right now.
Another symptom is how long you spend in the starter ships. Back when I started, you'd easily spend a couple days in an Adder or Eagle, and then a couple weeks in a Viper or Cobra mk3. There was a logical path of progression there, and each ship upgrade would improve your ability to keep upgrading further.
Currently you can jump straight into a Cobra or Viper from a Sidewinder by bounty hunting for an hour in a RES or, as we've seen with the Morai CG and the crystals CG before that, go from a Cobra straight to a Conda.

I'd propose that the progression was bonkers to begin with. Yes, it was OK at the start (Sidey -> Cobra), but after that it becomes a crazy grind. Even now. Probably will become even more crazy once even bigger ships get released.

And while I have a hefty number of credits in the bank (200 mil at the moment) and a fleet of ships of various sizes, considering I'm trying to get enough money to outfit my Tradeconda for combat, losing progress is never welcome, so I avoid deaths as much as possible (even IF I could lose my Python over 20 times before going bust). BUT considering the possible PvP outcry, the fact that people can throw away ships seems like a good thing. Or, at least, better than the situation where money is hard to come by and losing your ship hurts too much - in that case, players with too much time on their hands would still amass vast numbers of credits and not care at all if they get blown up, while cries of ganking would be even louder and serious... Heck, everyone would start comparing how much money they are making doing A vs doing B. This, of course, happens even now, but the impact of those discussions can usually boil down to "meh, so do profitable action A for a while, then you can do B without a care in the world". This means while proper piracy doesn't really pay, it can be enjoyed by all (both pirates and traders).

Also, I've missed both those CGs with the massive payouts and I seriously wish I didn't. I'm still doing the Sothis money grind and it's a constant stress on my sanity.

Simply put - making credits shouldn't be the end-goal in a game as (potentially) vast as ED. Credits should be a soft-gate for content, so new players don't go piloting Anacondas without knowing what they're doing. But once someone knows how the game mechanics work then money shouldn't be any kind of barrier any more (or a temporary inconvenience at most).
 
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They are giving people all this money so people can pay off their insurance when the aliens attack. Going to be a lot of tears with the new uber alien ai....

Yeah whatever if they make the alien AI any more dangerous than a stuffed teddy bear the crying will be so bad it gets nerfed in a minute. Look at the 2.1 AI release if you have any doubt

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It probably aligns with FD's new stance that gameplay trumps all else. For 2.2 we're getting instant teleport as actually flying your ships (heaven forbid!) is a barrier to gameplay. It's a short little logical step to assume that not being able to own a ship you'd like because you don't have enough money, is a barrier to gameplay - hence easy, high payout CGs... :/

Unfortunately all it shows is gameplay trumps common sense it seems
 
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that's not what "gameplay trumps all" means, at all.

Good gameplay includes good pacing. Getting rid of supercruize would change that pacing. People would miss supercruize if travel was 100% instantaneous. But I doubt many people will miss being forced to spend hours of travel just to move a damn ship from A to B. When something very simple takes so long that most people prefer to simply not do it, there is definitely something wrong.
Magic ship transfer kills pacing
When they made killing pirates give us insane high payouts , that killed pacing (and made a giant plot hole in the elite books happen)
 
Magic ship transfer kills pacing
When they made killing pirates give us insane high payouts , that killed pacing (and made a giant plot hole in the elite books happen)

It won't kill pacing for me. It will encourage me to have more the one ship. If it was never implemented I would stick to one ship like I have been. It does nothing for the pacing of my game. Increasing Bounty Hunting payouts did nothing for the pacing either, because I couldn't stay in an RES for hours/days on end. Ceos/Sothis doesn't ruin the pacing either because I can't be bothered to do the 500ly worth of jumping with a hold full of mission cargo. I've always been told that the grind is optional, so I've kept most of it optional and just enjoy the game. Other people do not, they enjoy earning and having a lot of credits, those people will always find and choose the most lucrative activity, no matter how much it actually pays, with no bearing on speed.

I believe you are one of the proponents of 'grind is in the mind', how are you also of the thought that everything ruins pacing? Sometimes it seems like if the game play doesn't run at a snails pace, some aren't happy. The interesting thing is, just as grind is optional, so are the things that 'ruin pacing'. You don't have to use instant transfer, you don't have to run CGs, you don't have to run long hauls, you don't have to soup up a ship with engineers and camp a HazRes. Everything in the game still has its slow route, take it if that is the way you like to play. You are in control of the pace, just as you are in control of the grind, right?
 
I recall hearing something about the Saud Kreuger Beluga and/or Dolphin for 2.2, so perhaps these high-payout CG's are there to pad the price of these craft? We might be staring down the barrel of a 1 Billion Credit ship yet.
 
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