balancing a grind level mechanic that needs to be functional to new users with the needs of billionaire veteran users is a stupid, impossible thing in the current game.
Everything you can currently do in the game outside of certain specific missions should be low income. It's all safe, risk-less and easy to figure out and succeed in.
New things need to be addded to create a higher income path for players to choose to take if they dont want to spend weeks trying to make lots of credits doing the low income grind.
Fdev can reduce the work needed to create that path by creating real environmental hazards in certain places. These places would offer commodities that do not exist anywhere else and cannot be mindlessly farmed. Places with real risks of dying. Places where missions ask players to put up their own assets as collateral to risk great rewards to complete. Places where both ad-hoc activity and scripted activity can take place. These hazardous areas could take place in certain kinds of rings, certain stellar phenomena, and in supercruise. Testing flight skills, combat skills (against hostile space life forms), ship management strategy and problem solving by having the various natures of the hazards scale to some degree ...both universally (ad-hoc interactions) or directly with the player (missions).
Then no more do we need to be concerned with this impossible balancing of entry level grind with veteran needs since players can then choose. Low income rate but safe or high income rate and dangerous. Then the varying levels of danger can be scaled properly to limit the level of skill needed to succeed to the level fdev desires. Allowing easy control over income at all stages without forcing the game to be super boring and easy or ultra boring and tedious.
That would be a good first step that should have been taken about 4 years ago.
Everything you can currently do in the game outside of certain specific missions should be low income. It's all safe, risk-less and easy to figure out and succeed in.
New things need to be addded to create a higher income path for players to choose to take if they dont want to spend weeks trying to make lots of credits doing the low income grind.
Fdev can reduce the work needed to create that path by creating real environmental hazards in certain places. These places would offer commodities that do not exist anywhere else and cannot be mindlessly farmed. Places with real risks of dying. Places where missions ask players to put up their own assets as collateral to risk great rewards to complete. Places where both ad-hoc activity and scripted activity can take place. These hazardous areas could take place in certain kinds of rings, certain stellar phenomena, and in supercruise. Testing flight skills, combat skills (against hostile space life forms), ship management strategy and problem solving by having the various natures of the hazards scale to some degree ...both universally (ad-hoc interactions) or directly with the player (missions).
Then no more do we need to be concerned with this impossible balancing of entry level grind with veteran needs since players can then choose. Low income rate but safe or high income rate and dangerous. Then the varying levels of danger can be scaled properly to limit the level of skill needed to succeed to the level fdev desires. Allowing easy control over income at all stages without forcing the game to be super boring and easy or ultra boring and tedious.
That would be a good first step that should have been taken about 4 years ago.