Lot of very weird back and forth going on between other posters.
I like the first few points made in the original post, but I don't think this game needs to see any further credit inflation. Credits feel meaningless nowadays - and I say this with both an account that has a 2Bn net worth, and an account that barely has one million. I don't think that the ridiculous tens-of-millions of credits per hour incomes should be the standard - the devaluation of the credit makes getting to Fleet Carrier's much easier and possible for many players, but at the expensive of making all the pilot-able ships feel too easy to get.
I think the problem lies with the core gameplay loops of each combat-focused activity. FDev has given a lot of love to 'peaceful' activities - Mining had a wonderful overhaul, exploration received the FSS and miscellaneous lifeforms to put into the Codex, and Trading has benefited greatly from new UI and the recently introduced faction states - I actually found a few good trade routes through systems experiencing infrastructure failure, without touching EDDB - something I would've never done shortly after the game's original launch. However, I get a strong impression that FDev management strongly favors these activities over combat, as evidenced by how flawed these gameplay loops are, and additionally by how poorly their community managers tend to perform on streams, in combat.
Let me be specific. I prefer piracy to any other activity in Elite, so I'll speak about this. The core gameplay loop involves a few steps:
- Finding a preferable system to pirate in.
This involves judging the system's economy, security, population, government, allegiance and system state. You look for low security or anarchy systems, ones that are likely to have many good commodities to steal, and hopefully one not aligned to a superpower, to manage your reputation and interstellar bounties.
Generally, the reliable method is to wait in supercruise for traders and miners passing through the system. You can also visit nav beacons, resource extraction sites, or more recently, join in on heists against megaships and installations.
- Stealing from the target.
Either attack the target in the hope that it will drop it's cargo voluntarily, shoot it's cargo hatch, or usually, attach a hatch breaker limpet to the hatch. Once cargo is dropped, scoop it or utilize collector limpets to collect the cargo for you.
The problem with the Piracy gameplay loop is that it scales poorly. The above mechanics work perfectly if you're in a Sidewinder - as you can only hold a scant handful of cargo, a few canisters is often a full load, meaning a single hatch breaker limpet can fill your hold and net you a very nice profit - especially with the (recently?) raised prices of certain minerals/metals, and the high prices of rare goods. Additionally, small, agile ships scoop cargo very easily.
Now, go to the opposite extreme to see the issue - take, for example, the Anaconda. This is a ship which has no business attacking very small ships - in it's default, A-grade configuration (assuming no Engineering), it can't catch anything smaller than the Type-7 Transporter - but,
theoretically, it excels at attacking large, lumbering traders, the pinnacle of which being the Type-9 Heavy. Now, imagine pirating a Type 9, while flying the Anaconda. If you do this, you'll quickly realize that the tools available to you don't actually allow you to get the cargo in the bulk that you'd need to justify the activity. Here are the issues:
- Hatch Breakers don't 'scale'. Larger classes of hatch breaker limpet (and by extension, any multi-limpet controller with hatch-breaker functionality) allow you to fire off more hatch breaker limpets simultaneously - which is not useful, as in virtually every case, you'd only pirate one ship at a time, and only one hatch breaker limpet can be activate on any ship at once.
- Collectors cannot collect cargo ejected from the target efficiently, while either the host ship, the target ship, or both are still moving (i.e still in combat). Cargo is flung in many directions over great distances, increasing collection time dramatically, and exiting collector range and/or sensor range.
- Compounding the previous point, cargo 'decays' in every instance rather quickly, and there is a limit of only 100t in an instance at once - further cargo dropped is immediately destroyed.
These issues boil down to larger ships having the
theoretical means to steal large amounts of cargo (often in excess of 200 tonnes, sometimes 300 depending on loadout), with the firepower to back it up, with the correct mass-lock factor, with all the tools the game provides in their arsenal, often with their targets on the edge of destruction, yet still unable to fill their holds, with no proper way to coerce or force the targets to drop the cargo.
Issues addressed - on to solutions. I think if only a single change was going to be implemented to fix piracy, it would need to be a way to stop trader ships - the Pirate's equivalent of the 'win' - the kill, if he were a bounty hunter. I would merge hatch breaker and recon limpets into the same limpet type, and create an additional limpet type, called the 'Inertia' limpet - which would fly at 600 m/s, and slow a ship to a stop
as long as the thrusters are disabled. I specifically intended for some new module to fill this role, as otherwise, should destruction of the thrusters be all that's necessary to stop a ship, bounty hunters in RES sites would probably have a new, completely unbalanced meta, similar to power-plant destruction pre-Engineers.
At this point, I'd consider piracy to be playable. You now have a variety of options to disable a target via destruction of the drives. Once the target is stopped, any issues with cargo collection disappear - the cargo is neatly ejected into a tight space, and no changes to collectors are necessary. Additionally, as a bonus, I'd like to see hatch breaker controllers updated - I think higher classes should seriously de-buff the actual limpet drone, reducing speed to 300 m/s at class 3 and above, and removing the ability to pass through shields, with the trade-off being that these higher classes of hatch breaker force more cargo to drop, faster. This creates an interesting niche for the class 1 hatch breakers, as modules used by small ships in smash-and-grab operations, whereas larger hatch breakers are for larger pirate ships willing and able to properly subdue a target before looting, as opposed to grabbing what they can under fire.
TL;DR No more credits needed, at least, not yet. Add ability to stop targets via thruster destruction & new inertia limpet in order to scale piracy well for larger ships, and optionally re-design Class 3+ hatch breakers to drop more cargo faster at the expense of high limpet speed & ability to pass through shields.