This is EXACTLY what the vast majority of the pro-nerf whingers are all about - they feel that because it took them X months to acquire Y, then it should take a new player X months to acquire Y. Why they even care, I don't know. I'm an original backer - it took me years of work to get to where I am. What difference does it make to me or my experience with the game if someone starts playing today and by the end of next week is in an Anaconda? Not one jot. I couldn't possibly care less.
While it doesn't effect you in the slightest, the progression and experience of gameplay to that Annaconda will effect the new players experience.
The origin of the problem all stems back to the price of ships and modules relative to each other.
For modules each upgrade in Rating and size gave ever smaller and smaller increase in performance compared to cost.
Compare the 1E Fuel Scoop performance and cost to the 1A
Compare the 1E Fuel Scoop performance and cost to the 2E 3E etc
Similarly the Power Plant and so forth.
Then consider the Costs of the Starting ships, their modules and capabilities to that of the mid range and high end ships.
Every Credit gives you less and less for what you get an increases exponentially, yet the increase in capability to earn credits was relatively a
So for example a
Trading Hauler costs ~400,000 CR and carrying 22 tons
A
Trading Type 6 costs ~2,900,000 CR and carries 106 tons
So ~7.25 times the cost for ~4.8 times the Cargo units with a small increase in performance and suitability etc that is hard to justify that extra cost.
The issue is compounded by A rating, or in the larger ships,, where the cost ratio increases far more than the utility.
This extreme increase in CR costs per utility made the call for more profit for the larger ships as the Ship progression experience became a longer and longer slog to reach the next ship and as the game scaled to that the small ships and even medium ships became priced below the rewards for Normal Missions or the current gold rush activities.
Where as if the original Cost of Ships and Modules reflected their increased capability more rationally then Ship progression would have been a more even experience as to the time required became more reasonable.
Compare with the prices of ships and modules in FE2/FFE and you sill see a far more compacted price of ships and you will see
A Sidewinder is of similar price to that of ED where as the Anaconda is 146 times more expensive in ED.
Yes the two games ships are not 1:1 for each other but gives an idea on how much more each ship was over the previous "Tier'
This is also the cause of the lack maintenance costs fuel costs and interesting differences between ships as the service and repair costs were % of the ships and modules and so ballooned out unreasonably making larger ships uneconomic to repair.
This is a shame as there was originally a differential with ships by the manufacture etc which was the answer of the Imperial Clipper vs Type 7 debate as the Lakon was a ship that was designed to have fewer crew, lower maintenance and repair costs and lower over all running costs vs the Gutamaya with higher performance at the cost of higher running costs, thus creating a niche for each ship.
The Lakon being a bulk trader that with its low running costs, being able to turn a reasonable profit running low profit but large supply goods that would hold their price for a long time
Where as the Gutamaya ship needs to look for higher profit per unit goods, that would be more supply and demand sensitive so would need more about more finding those short term market gems before moving on
If the Anaconda was 1/100th its price and modules didn't increase in cost exponentially then earnings could have been balanced so that the Anaconda was reasonably attainable yet at the same time not make the first dozen ships skippable in an hour
A Compression in price also would have made trading more diverse in commodities
How much trade is there by players in regular commodities due to their relatively low profit margins to the few high value commodities.
But if the current hundreds of thousands of credits different between the average prices of commodities and it compressed down to where rational profits, when against rational compress prices, could be made on the vast variety of goods, ideally based on supply, demand, location and BGS (and Community goals?)
Again if you didnt need a million credits for a module upgrade but only 10,000 then to earn it in the same time, the profits from trading, or any activity for that matter, need not be as extreme and can be rationalized to all fit together.
Lets say as an example an Anaconda was supposed to be a 10 hour ship, and I repeat, just for the same of example to make the maths easier.
Currently that is 146,968,450 for the base model and so one would need to earn 1,470,000 Credits an hour.
That is more than the 13 smallest ships an hour and if one was to make a 50% profit on say trading on the galactic average
Crop Harvesters -> Coffee back and forth
That is 1739 CR a ton both ways based on average prices and a 50% return with no supply or damage issues for the example.
So 845 tons an hour and 8453 tons total
But if the Anaconda was 1,469,684 the earnings required is a smaller 14,700 Credits a hour
Noting that the aim to to compress the extreme prices not cut everything by a factor of one hundred so the small ships are sill priced similar as they are now, the larger ships are just relatively much cheaper than they are now
Using the Commodities prices above it is just 10 tons an hour so they might need to be adjusted and compressed to get the right place
The 14,700 Credits a hour then becomes a figure that makes it a reasonable option to progress thought the small ships &/or upgrade their existing ship to whilst still progressing towards the goal ship in the time frame planned
Basally make each CR worth MORE not LESS by simply adding 0s to the rewards to be able to pay for exponentially priced ships and modules and make the ships and modules be actually worth the credits and not just the next point in a mathematical formula
If you only need to make 30-70 CR per unit profit on a trade good for it to be a worthwhile trade, then more goods can be worth while trades, from Bio-waste and Algae to Clothing and Consumer goods, where as if you need to make 10,000 - 50,000 CR per unit profit then all those commodities worth less than that may as well not even be in the game.
The same for Mining, if the common ores paid a rational profit, the precious stones need neither to be so extremely priced nor the only way to profit.
Incidentally this also makes missions make far more sense.
Currently we have:
Factions Seeking to pay for x tonnes of goods and offering to pay for those goods the multiple times CR it would cost to buy a Hauler outfit it, fly it to a market that sells buy those goods and bring them back.
Economy Class passengers paying the price of a Hauler with enough economy cabins to carry them to move one jump away
Factions paying Millions of credits for you to salvage 4 tons "Commercial Samples worth 1/100th of that
Factions offering data delivery that pay more than it costs to buy a wing of Sidewinders to delivery the Boom Data.
If you didnt need missions to have so many 000s of CR to be reasonable progress then they once again add to the verisimilitude.
It would make sense a faction would pay a premium for some good that they cannot source locally, and don't want to wait for the next Bulk Trading Mega ship so commission a tramp trader but not so much that it would be worth more than the ship they are hiring.