FDev: Credit rebalancing incoming, "more reward for higher risk" activities

What I'd also greatly appreciate is: Give me raw materials as a trade mission reward. I like to take courier missions that give materials, but I have never seen a mission reward me with raw materials. Do I really have to mine for them? I can get a buttload of grade 5 mats from an hour of courier missions, but I cant get a good stack of Iron, Phosphorus and Nickel from that? I'd like that very much.
 
Well you only die in pve combat if you make a mistake.

Failing to out-pilot an enemy isn't a mistake, it is a failure. They are not the same in the slightest. Making a mistake explicitly means you made a poor choice, that is the definition of mistake.

On the contrary, you fail at mining/exploration due to poor choices, aka mistakes.
 
Are you joking? Because i bet frontier was concerned about exactly that as they kept increasing the rewards.

It worked too, because the steam reviews around 2016 did change once they started adding gold rushes. But at what cost.. now they can't do anything about it as that would be taking things away. Unless they were brave.

A complete reset of all the rewards and costs in the game could do it.
Gold rushes have been in the game since the Dec 2014 launch. One of the first was Seeking Luxuries

Source: https://www.youtube.com/watch?v=5MX1Xk9BUkg
 
What I'd also greatly appreciate is: Give me raw materials as a trade mission reward. I like to take courier missions that give materials, but I have never seen a mission reward me with raw materials. Do I really have to mine for them? I can get a buttload of grade 5 mats from an hour of courier missions, but I cant get a good stack of Iron, Phosphorus and Nickel from that? I'd like that very much.
It'd be kinda cool if mission material rewards depended on the economy of the station.

Extraction/Refinery: Raw
Industrial/Military: Manufactured
Service/High Tech: Data

... for a non-exhaustive example.
 
Failing to out-pilot an enemy isn't a mistake, it is a failure. They are not the same in the slightest. Making a mistake explicitly means you made a poor choice, that is the definition of mistake.

On the contrary, you fail at mining/exploration due to poor choices, aka mistakes.

Squeezing the trigger for too long without looking at your energy is just a mistake. Same with not setting your pips. Or paying attention to where your ship is in relation to your target. You can do all those correctly and not die. Picking the wrong target, just a mistake. Yeah okay so higher threat levels can spawn but that's rng... yeah bad luck can be a risk i admit.

How do you fail at mining or exploration?
 
Gold rushes have been in the game since the Dec 2014 launch. One of the first was Seeking Luxuries

Source: https://www.youtube.com/watch?v=5MX1Xk9BUkg

The early ones didn't invalidate ship progression. And also practically required you to go through ship progression before you could start attempting them.

EDIT: Wow that seeking luxuries looks so much fun. Wish i was around for it. Also i miss the disengage prompt that didn't spell out the keybinding. That was great.
 
Last edited:
He was picking on the guy in the little clown car>aka engineered!
As he engaged it, the commander inside gently reaches over and grabs a C.A.N.>Certified Asskik of Noobs(now in nebula orange).
Takes an brisk sip as a swarm of rebuy brochures hammer your quaint entry. Close encounter of the unkind, Commander mail-clog at your un-service!
snap, crackle, pop

Intermittent events that will determine your Pecking order.
 
Salvaging needs more content. SO far as I know its running around a planet and hoping randomness is in your favor to get 2 items.
I'd love it if tip-offs got a rework.
Instead of just telling you "this site is active this week" have it actually generate a signal source and give you a mission that completes when you visit it - with the signal source containing a bunch of loot, or a ship you can rob, or something.

"hey, we got word that someone's moving a bunch of alexandrite, they'll be passing through this system. You know. If you're interested."
 
I have no faith whatsoever that Frontier are capable of getting this right, never mind maintaining it once it's done, but I support the attempt.

very unlikely, but it can keep folks interested until odyssey drops, which is the whole point imo. it's "nurturing" season.

also, it's perfect: it costs next to nothing (just tweaking some config parameters), it is already so broken that it can't really get much worse, and there will be no way to prove that they actually don't give a damn and are just entertaining.

on the bright side: high chance of unexpected consequences of seemingly harmless changes. this can be fun.
 
EDIT: Wow that seeking luxuries looks so much fun. Wish i was around for it. Also i miss the disengage prompt that didn't spell out the keybinding. That was great.
There was more than that.

In a bust state, "seeking goods" traders would take narcotics.
"Seeking weapons" would take battle weapons in war.
"Seeking medicines" would spawn for outbreak for basic medicines.
"Seeking food" for food cartridges in famine.

They were a neat flavour to systems. Iirc they counted as black market sales, so in today's BGS, that could have presented all sorts of outcomes, especially around scenario based activities.

But nah, thanks to Boom being a bit broken back then (basically could be a permanent state) and this being a self healing cash cow... instead of fixing the one state that was broken, they all got nixed.
 
There was more than that.

In a bust state, "seeking goods" traders would take narcotics.
"Seeking weapons" would take battle weapons in war.
"Seeking medicines" would spawn for outbreak for basic medicines.
"Seeking food" for food cartridges in famine.

They were a neat flavour to systems. Iirc they counted as black market sales, so in today's BGS, that could have presented all sorts of outcomes, especially around scenario based activities.

But nah, thanks to Boom being a bit broken back then (basically could be a permanent state) and this being a self healing cash cow... instead of fixing the one state that was broken, they all got nixed.
oh wow, so they were like the FE2 "willing to buy robots for double market price" bulletin board contacts?
 
oh wow, so they were like the FE2 "willing to buy robots for double market price" bulletin board contacts?
If only XD

They simply gave you maximum market price for the goods.. which at the time was no more than ~1000cr/t profit.

The main advantage of them was really the boom state seeking luxuries. Bringing performance enhancers to them would perpetuate the boom state... so the key was getting a seeking luxuries spawn Mm distance from a high tech station, which massively cut down distance to market... it's basically like selling from an FC parked next to the target market.

Back in this time, mission rewards over 100k were very rare, so 400t in a t9 in a minute was godly.
 
It's nice to have combat rewards buffed.
But to be honest, strip mining is one of the most profitable ways to make money IRL too.
Well, sure. So let's implement that.

There should be modules and fittings to support strip mining the common materials like bauxite, methane clathrates, gold and such. Meanwhile, the "high end"minerals like painite are actually made rare like they should be... how they maintain their current prices when minerals like methane clathrates maintain higher demand, higher rarity and lower supply is pure insanity.

The fact remains, if you implemented a mechanic where you simply flew to a belt and your cargo hold instantly filled with bauxite, it still wouldn't compete with the core minerals. That's how you know mining is busted right now.
 
Back
Top Bottom