Loss of data ? 
Loss of materials?
Loss of engineering modules? Priceless

Loss of materials?
Loss of engineering modules? Priceless
You can't stand the heat, get out of the kitchen.Loss of data ?
Loss of materials?
Loss of engineering modules? Priceless![]()
I'll have you know, I spent many hours equipping my kitchen ! The blender cost me a lot of mats.You can't stand the heat, get out of the kitchen.
I just arrived from ObsidianAnt's YouTube video to say exactly that.
Buffing combat payouts does not make risk more rewarding, it makes combat even less of a risk than it already is. All you risk in combat is 5% of ship value, which is practically no risk at all. And in the long run, bigger combat rewards only make 5% of ship value more affordable, and therefore make combat even less of a risk than practically no risk at all. What a bore.
Now if insurance claim costs were 100% of ship value instead of 5%, and data and material storage and engineering upgrades were lost in a rebuy, that would be a risk... but... still not a serious risk. Meh.
But if insurance claims and rebuys were to be abolished altogether (or at least abolished in a new Iron Man Open Play mode), so that ship destruction means Commander death and the Tionisla Ship Graveyard, i.e. a Commander who loses their ship loses their Savegame and has to start again from Harmless, now that would be a real risk. Then we would have a real game, that is to say one in which you can actually lose.
Value is entirely subjective for many things. Maybe in 3306, painite, LTDs and VO are far more valuable because they have more important or pressing uses than other commodities.And yet the demand for methane clathrates is even higher (orders of magnitude so), and less fulfilled, yet only fetches ~1,000cr/t. Ergo painite, LTDs, and all the other core minerals which are easier to obtain should pay far less than 1,000cr/t.
Sure, which is demand, which is way lower than Methane Clathrates.Value is entirely subjective for many things. Maybe in 3306, painite, LTDs and VO are far more valuable because they have more important or pressing uses than other commodities.
I couldn't give you something that went back over several updates, but based on what I've seen and experienced, I'd say right now it would break down something like as follows:
Combat- Haz RES bounty hunting (w/KWS) at @ 6 million per hour. CZs, (solo with allied massacre mission) @ 15 million per hour (60 million per hour if a wing of 4). Stacked massacre missions across multiple factions @ 150 million per hour (but this needs some very specific criteria)
Exploration- based on an evening flying out round Colonia, 5 million per hour.
Trading- 40 million per hour if you know what you're doing.
PvE piracy- Absolute buttons unless you know exactly what you're doing. Used to be a lot more. Very dependent on decent LTD prices in a station with a black market. I'd say typically 5 million per hour if you're lucky and do know what to do. More if you're really lucky and come across a T-9 when you actually and are in a ship that can hold all that cargo.
Mining- Previously around 300 million per hour (possibly- this is Borann and who was actually counting at those rates?). It's been nerfed since then, but I'd be surprised if a new player couldn't make 100 million an hour after a couple of days.
Smuggling- 2-3 million per hour loss, but depends on how masochistic you are.
This does include some guesswork so I'd say numbers are approximate, but I'd like to think these are in the right ballpark.
Obviously I've not included the risk of each activity, but I'm sure this can be worked out based on the activities.
That's only by stacking massacres, which is in equal need of a nerf because that's a base- level activity and an edge-case abberation of mission boards.It's also not really fair to compare standard PVE combat with mining, when the mining only takes place in a few very specific locations, and is sold to an equal a few very specific list of locations. Go to the right places and kill the right people, just like you have to do with Mining, and you can easily make 150 + million per hour. Which is quite comparable to mining.
Too much work for the staffs. Unless every commander spends £10 purchasing ARX points, it's not worth their time and effortThe irony:
Really Rare items are worthless, precious jewels can be mined by the gigaton and are worth billions.
FD: please make rare items pay again. Really put up the profit by making distance count. If I fly to Colonic Town I want to see cash. If they are rare and I smuggle loads in, multiply the balls off that stuff. Rares should be meaningful and not just engineer tokens- they have lore, add a dimension to the bubble and need love.
Too much work for the staffs. Unless every commander spends £10 purchasing ARX points, it's not worth their time and effort![]()
???Too much work for the staffs. Unless every commander spends £10 purchasing ARX points, it's not worth their time and effort![]()
..... except that players could simply hop aboard a Colonia bound Carrier (there seem to be a few running back and forth) and log out - then log back in and sell the rares.It would be simple: uncap distance for rares (so Colonic Rares are worth a lot and create a trade corridor and bubble rares the same back), make distance really count (so exponentially raise the distance value) and pop, rares are worth it again.
If I fly a load of Jaques Stills to the bubble, I want to see at least 100 / 200 million for it, possibly more. It also means piracy for rares will be worth it too- all those private couriers would indeed have tasty cargo.
All this can be done by changing the formula used to work out distance profit and adding a new clause (well, really taking one away).
..... except that players could simply hop aboard a Colonia bound Carrier (there seem to be a few running back and forth) and log out - then log back in and sell the rares.
Not entirely convinced that making rares OP is a good idea, especially when the easiest way to hoard them is to first own an FC...It would be simple: uncap distance for rares (so Colonic Rares are worth a lot and create a trade corridor and bubble rares the same back), make distance really count (so exponentially raise the distance value) and pop, rares are worth it again.
They'd be useful for all players then...... except that players could simply hop aboard a Colonia bound Carrier (there seem to be a few running back and forth) and log out - then log back in and sell the rares.