in all honesty i "get" that it needed to be tweaked from gamma.....
but even so they threw the baby out with the bathwater. The fact that some players insist that money making is harder now than at launch when the "forum dads" played truly blows my mind.
imo the game was approximately scaled ok at the start untill you got to the beyond the T6 ships.... at that point things did hit a brick wall.. (but that said i feel the launch price of the vulture was far closer to what it shoudl have been, the vulture price cut to what it is now is another missstep with little logic behind it, as it is an apex combat ship!.
what i think is, FD should take a step back and relook at locking missions to rank, actually scratch that..... better yet, keep the same missions on the board, but have the mission board look at your rank and then balance them accordingly....
so if i log in to the same board as a dangerous player in an FGS compared to a competent player in a viper IV, we both see the same mission "kill pirate X" (simply because it is apparently too hard to generate 1000s of missions on the board) but for me pirate X will be a deadly pilot in super pimped out with some ENG mods FDL and pay for arguments sake 2 million (with a high bounty voucher) , but for the "competent" ranked player he may be an expert pilot in a fairly highly rated but not engineered Asp but only paying 1 million (plus smaller bounty)
from a mission board point of view it is still generating the same number of missions and the same number of missions are available regardless of your rank, but the actual pay and difficulty is being gated based on your own point in the game. This way players in low level ships are not earning illogical amounts of cash and the players in the high end ships are not still being forced to do what are then insanely trivial, and low paying missions
thinks would get more crunchy when taking missions in a wing with a mate (perhaps then generate BOTH enemy ships in a wing together and you have to kill both to both complete the mission)
but even so they threw the baby out with the bathwater. The fact that some players insist that money making is harder now than at launch when the "forum dads" played truly blows my mind.
imo the game was approximately scaled ok at the start untill you got to the beyond the T6 ships.... at that point things did hit a brick wall.. (but that said i feel the launch price of the vulture was far closer to what it shoudl have been, the vulture price cut to what it is now is another missstep with little logic behind it, as it is an apex combat ship!.
what i think is, FD should take a step back and relook at locking missions to rank, actually scratch that..... better yet, keep the same missions on the board, but have the mission board look at your rank and then balance them accordingly....
so if i log in to the same board as a dangerous player in an FGS compared to a competent player in a viper IV, we both see the same mission "kill pirate X" (simply because it is apparently too hard to generate 1000s of missions on the board) but for me pirate X will be a deadly pilot in super pimped out with some ENG mods FDL and pay for arguments sake 2 million (with a high bounty voucher) , but for the "competent" ranked player he may be an expert pilot in a fairly highly rated but not engineered Asp but only paying 1 million (plus smaller bounty)
from a mission board point of view it is still generating the same number of missions and the same number of missions are available regardless of your rank, but the actual pay and difficulty is being gated based on your own point in the game. This way players in low level ships are not earning illogical amounts of cash and the players in the high end ships are not still being forced to do what are then insanely trivial, and low paying missions
thinks would get more crunchy when taking missions in a wing with a mate (perhaps then generate BOTH enemy ships in a wing together and you have to kill both to both complete the mission)
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