Elite Dangerous Gameplay and Development

I have been playing Elite Dangerous for a long time. I have seen many of the changes it has gone through. Despite some scepticism regarding Fleet Carriers, I am happy to have one, as it has opened up my gameplay experience e.g, I am no longer tied into one roll. I can store my cargo and do a bit of combat if I so wish. What concerns me regarding the game, is the constant nerfing of things when trying to make vast amounts of money and the constant grinding that has become a choir. We need the ability to make lots of credits to cover our fleet carrier costs. If we can do it with combat and cargo missions as well, then great, but whether we will be able to make the same kind of money as we do from mining is another story.

I don’t see FC’s as end game content. I see them as a way of opening up the game far more. I wish there were long distance cargo missions that payed really well, but also, the mining of Tritium was an easy and quick process, so you could continue on your journey to deliver the cargo. It is a shame that NPC’s can’t become part of the FC’s buying and selling process. It could help raise capital. I understand a Frontier have concerns about new players earning credits so fast, that within a week they could own a Fleet Carrier. My suggestion around that, is instead of nerfing money making schemes, they should create a criteria, where a player must have an Elite Rank in one or more areas of the game, in order to have the option to purchase one.
 
It has been noted that the rebalancing of credit gains will not consist of nerfs only. For the first time they'll be also looking at underpaid stuff.
 
Maximum carrier upkeep is a bit over 25 million a week.

Ignoring mining, there are individual missions completable in under fifteen minutes which pay more than that, or a single T-9 load of the optimal profit purchasable trade good would pay for over 80% of it.

If you need carrier upkeep to be cheaper than "one mission" or "one well-placed trade run" a week, then it might as well be free.
(It, indeed, might as well be free. But "abolish credits because they're too much trouble to balance and only make people unhappy" is a different suggestion)
 
Maximum carrier upkeep is a bit over 25 million a week.

Ignoring mining, there are individual missions completable in under fifteen minutes which pay more than that, or a single T-9 load of the optimal profit purchasable trade good would pay for over 80% of it.

If you need carrier upkeep to be cheaper than "one mission" or "one well-placed trade run" a week, then it might as well be free.
(It, indeed, might as well be free. But "abolish credits because they're too much trouble to balance and only make people unhappy" is a different suggestion)
This.

If a player has managed to make 5b for an FC then 25m should be pocket change.
 
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