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

Sure, the game could use some balancing.

Chances of them making it worse than it is now is pretty slim, but hey, they could always beat the odds. They've done it before.
 
An iron man mode would be cool, on the condition that we get an actual eject function. I don't care for the thought of grinding rank or rep all over, or losing what isn't destroyed.

Total loss of that ship that got destroyed? Bring it. But engineering mat pickups should be increased 5-10x if that's going to be the case.
 
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.

Said it before but I think it'd be fairer if you got penalised, in some way, for ship-destruction while Wanted - either no insurance payout at all or, at least, losing engineered modules.

At least that might persuade outlaws to fly "disposable" ships, rather than risking G5-engineered murder boats - which, in turn, would make PvP a bit more balanced cos a lawful player would still be able to fly an engineered ship, even if it was primarily a cargo hauler or mining ship etc.

Sure, you'd still get gankers doing slippery stuff to try and force lawful players to become Wanted before exploding them, but that'd be something for FDev's Support to figure out if the dev's can't improve C&P effectively.
 
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.
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.
 
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.
Sure, which is demand, which is way lower than Methane Clathrates.

Subjective value requires subjective conditions, like property. Two identical properties in terms of build cost and land value can sell for two very different figures thanks to their locations. No such subjective assessment exists for the core minerals. Anyone who puts such high value on these things in the post-scarcity world of Elite is an idiot... notwithstanding the value of many, many other services including assassinations and wetwork is generally valued at or below that of a couple core minerals is absolutely non-sensical.

But frankly, even if I'm 100% wrong and you're 100% right in this assessment, rule 101 of game design: enjoyable game activities trump realism, and high-end mineral prices ruin the enjoyment of most other activities in the game.
 
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.

Exploration pays way better than that; based on my 2.6 billion credits earned from it, it pays about 25 million an hour, or 75 million an hour with the lyr bonus.

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.
 
Here's an idea...

Rather than nerfing mining, let's take a look at the whole economy of Elite. Why does Road to Riches Mining tools only show 6 resources? Because those six are the only ones worth mining. There's the problem right there!

If ALL resources had the chance to be valuable, and if core mining or sub-surface (which require more skill) netted you more resources than laser mining, I think we'd have it fixed. You could be out there mining a pristine ring, and find all kinds of things that could be valuable at stations such as Palladium, Gold, LT Diamonds, Osmium, Buaxite, Rutile, etc. All of these resources are used in various manufacturing etc in the economy but the only ones we actually mine are the six on Road to Riches unless we're specifically mining for a quest. Personally, I've done my fair share of mining and it's BORING. Even core mining or sub-surface is not fun compared with other aspects of the game, but I feel its okay since it does pay out a lot. Now if you nerf it to be worth 50% of its current value, nobody will do it. I won't It's not fun, more like a job.. and I work all day.

Keep mining fun by giving you that "I won the lottery" experience that you get when you find a $100 bill on the ground. If you're mining in a pristine ring and you find a rock with 46% LT than you've really hit it big. But otherwise, you should find all kinds of resources that all pay a reasonable amount since mining is not that much fun. This lottery aspect would make it more fun, and having a realistic economy based on supply and demand where if everyone goes out and mines LT, then the prices sharply drop off into the 10s of thousands instead of hundreds of thousands like always. Meanwhile, nobody is mining silver, so the price on it sharply goes up. You'll have to be quick to respond to market changes and at times you'll do really well, other times you'll do horribly.

Keep in mind that Fleet Carriers are still WAY TOO EXPENSIVE even with the current mining situation. You need nearly 6B credits just to buy one and another 20M a week to keep it active. If mining is severely nerfed, nobody will ever want to have one of those things and you might as well remove them from the game since they're going to get scrapped one by one.
 
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.
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.

The success of massacre stacking is entirely dependent on finding the area with the lowest density of pirates, in order to achieve the highest rewards, with no concern for security rating of relevant system or faction security levels. This is utterly absurd and clearly broken.

Fact of the matter is using massacre stacking as a representative case for PvE combat being balanced is invalid because it does not logically fit within the PvE combat reward structure itself, just the same as how mining rewards are a non sensical abberation. Massacre stacking blows the earn rates of more complex activities such as wing assassinations, threat 5/6 pirate activity and AX combat out the water, and that is bad design.

It achieves nothing to compare broken mechanics and consider all things equal.
 
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The 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.
 
The 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 :cry:
 
Too much work for the staffs. Unless every commander spends £10 purchasing ARX points, it's not worth their time and effort :cry:

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).
 
Too much work for the staffs. Unless every commander spends £10 purchasing ARX points, it's not worth their time and effort :cry:
???

If altering the price of rare goods is too much work for the staffs I recommend sacking the staffs and getting some new ones.

Rare goods trading should totally be a viable profession.

Ideally, they should have a spot on the commodity list on the galaxy map that is gradually unlocked as you discover them. This should have been included in the “personal journey” thing that was half implemented several patches ago....
 

Robert Maynard

Volunteer Moderator
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.
 
..... 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.

Which is a problem how? You are using the mechanics of the game still, and unless you teabag (using more mechanics) you can't hoard huge amounts easily, unlike mining where the only limit is your own soul.

Compared to mining which can return hundreds of millions in hours how long does it take to get to Colonia via carrier? I'd say thats a balanced and actually makes you work for that profit.
 
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.
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...

I predict forums full of "why can I only get 5 at a time!" threads
 
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