Doesn't your NPC crew get a cut only if set as active?
As soon as you board your Python II (not possible to outfit a hangar, as you know), it should go back to sit on a bench and earn nothing?
No they get a cut of all credits you make all the time, they only get a cut of your combat XP if you deploy them though.
It has been suggested since they introduced them that inactive SLF pilots should be on half pay or other lower value but nothing has changed yet.
The logic behind this is that the percentage they earn is their salary. If you continue to retain their services, they continue to take their cut whether actively used or not. This was easier to calculate then having a salary deducted periodically, like they now do for carrier maintenance.
Why there is some immersion/realism behind them implementing this system, I personally think the main reason they did it was to introduce a credit sink. If so, that was a "too little, too late" solution.
While I'm not going to lobby for them to change this system (bigger issues need the devs focus), the current system irritates me because:
- The percentage cut also affects your contributions to CGs that are based on bounties or trade revenue. So with one or more pilots on retainer, you could be hindering your competitiveness in gaining ranks in a CG. If they let they calculated the CG ranking amount before the pilots took their cut, this issue would be bypassed. For whatever reason, they haven't done that. You should notice that on all CGs this affects, they will issue a disclaimer about SLF pilots affecting your contributions.
- The constant retainer percentage is a direct disincentive to maintaining more than one pilot. You have three slots. I used to have two or three, so I could switch when I dock and have different pilot voices (male/female, different accents) when using pilots. However, I got tired of the 20% or more being cut from everything I earned because I had 2 elite pilots and/or a third on the way up. So now I only keep one pilot on retainer.
- It encourages some people to hire the highest level pilots available - expert - and then fire them before turning in bounties to avoid the cut. Then they hire a new expert and repeat the process.
- If you want to minimize the pain of the cut, you need to hire a harmless pilot (2% cut) and level them up to elite. Each rank they level up, the cost goes up 1%. However, when hiring, the jump is higher (2% per level). So if I hire an expert, the initial cut is 12%, and will go up from there. An elite pilot leveled up from harmless will only cost you 10%. This can be especially aggravating when the only non-ugly/repulsive pilot to hire is the ones near the top of the pay scale.
The only positive about this system is that these pilots only make money when you do. So if you're not playing for a couple of months, they don't cut into your funds... unlike carrier maintenance, which occurs whether you play or not.
I'm curious how much the new colonization system is going to cost. I have a feeling that I'm either not going to be able to afford it, or not
want to pay for it. For reference, I have 14 billion credits in my active account and another 6-7 billion banked in my carrier. If colonization allows you to earn passive income when not playing (once the system is complete), I'll be interested. If all it lets me do is decide what settlements go where, and what factions are present, in a system I pay for... screw it.