How much money per hour do you want from professions?

I see posts sometimes we people saying trade X should be nerfed (rarely) or trade Y should be boosted (often). Piracy is the classic example of one people want boosting, and trading the one people sometimes call to be nerfed.

I certainly would like to see some balancing in regard to this in terms of risk vs reward vs fun.

I'd like this not to become a suggestion or discussion thread on how to improve (or nerf) a particular trade, although odd points could be useful to give examples of how it could be done, but mainly interested in hearing what people think would be fair and why. So, if people could avoid dissecting each others opinions it would be great.

For simplicity, let's focus on optimal scenarios. So when talking about trading, let's focus on T9/Anaconda trading. With regards to RES or CZ combat, fighting ships like the Vulture or FdL. Also focus on PvE rather than PvP where appropriate, since PvP adds too many variables.

1) Trading - 5 million-ish but potential to decline rapidly with repeated runs. Its not the most exciting profession, and not too risky with current game mechanics, although i'd like to see the background sim react quicker to people flooding markets. Basically 2-3 runs in a T9 or Anaconda, and the profits start to drop sharply, perhaps down to a million per run. Would encourage traders to find their own routes and move around... and of course, more variety in prices so trading in things like tea or whatever can be worthwhile in cases where there is a serious glut or lack of a product. For example, a British colony with a serve lack of tea might be willing to pay thousands for a ton!!! :D

2) RES/CZ farming - 2 million. Risky, but lots of fun usually. I make about 1 million currently, its ok, but RES need still some work in terms of spawns (more randomness instead of how it sticks to certain ship types until you jump in and out).

3) Mining - 1 million. About right at the moment i feel. Its not risky if you move away from the RES spawn point. Quite Zen and soothing. If FD made mining at/near RES spawn points a lot more worthwhile, then i'd say it could be increased to 2-3 million for having to deal with pirates continuously.

4) Exploration - 1-2 million. Depends a bit on your method and hard to judge cr/hr, but this sounds about right as long as you are not farming neutron stars. The main risk is you can lose everything with one bad jump, or if you get interdicted when you return to civilized space. Otherwise its not really risky at all, and quite fun if you like that sort of thing (i do, its my main profession).

5) Piracy - 2 million. Lots of suggestions been made here, i've been lucky if i make 500 thousand per hour doing this, due to having to find targets, take out shields, force some cargo to drop, often the cargo is worthless (talking PvE of course, PvP can be more variable depending on whether the target complies). Its high risk, and you get bounties, plus you can take damage from interdictions so repair bills can be high.

6) Rares trading - 2 million. Travelling through many systems, so chances of interdiction high, but you don't need massive cargo compared to regular trading and so a multirole ship is good to use. Takes some time to do a run but prices don't fluctuate much being based on distance instead.

7) Smuggling - 2-3 million. Bigger ships are actually worse here, more likely to be scanned and harder to get docked, and you can't dock at outposts. So there is risk. Perhaps better to make more runs with less tonnage perhaps and go to outposts. Id say payout could be higher if there was actually more risk, but from what i've seen, its not that hard.

8) Bounty hunting the traditional way (ie: interdicting pirates as opposed to RES farming) - 2 million. Probably can be dealt with by increasing bounties on pirates found travelling in SC. Can be fun, takes time, and likes piracy potential for damage is higher.

Did i miss a profession? Probably. But let me know yours.
 
I can only speak for myself but to me money per hour simply doesn't matter a jot.

I mine mostly not because it makes a lot of money, but because I find it enjoyable, relaxing even. It's nice it earns me credits but quite frankly I don't care if it makes me 1000cr per hour or 100m cr per hour. I don't play Elite to get super rich, I play for fun and enjoyment and how much I make per hour simply doesn't matter whatsoever.

I also think the people who focus on maxing cr per hour are going to get very bored with the game very quickly once they have their target ship.
 
Spawn's should be random they should be based purely on the Background sim, so clearing out a RES for ages should keep that RES safer for a while until the police move on and the pirates attack again.

etc etc etc
 
It is not about money per hour for me, it is more about if it is fun to do. I like doing a bit of trading but after a few runs it stops being fun, I could be making 4-6mil an hour but once it stops being fun I stop doing it. Same with bounty hunting at RES sites, the amount I make can vary a lot depending on ship size and spawn rate but as long as I am having fun I will stay at the RES site. Obviously if neither of these things made me any money then it would be much less fun but you get the idea. ;)
 
About 7. Smuggling in general, like many thing's, just need's to be fixed. Ben has posted before how smuggling should be high risk high reward and require you to play smart and build up a contact list and some potential contact's be police sting's and you have to be able to tell by certain subtle cues you'd learn through trial and error. Bassiclly they added high paying smuggling contract's to buff the income without haveing to put in the work to do it right. However I'm an optimist and choose to believe smuggling will be done right later on and this current system is a placeholder.
 
Last edited:
I'm really not bothered about a particular rate of income. I've done a bit of combat and some trading, which earned me enough to outfit an Asp for exploring. Been out two months now on my current trip, nearing the galactic core. I've no idea how much the data will make me and not much idea of how many hours I've spent at it (although it's quite a lot!)
Still haven't decided what to do after I get back (which'll be a while yet), except I'm pretty sure I've no interest in PP.....
 
Dagnammit everyone, i'm also of the mind of letting credits come as they will. Why do you think I only have just over 100 million in credits since gamma?

But some people don't think like this.
 
50 mil an hour or else I rage quit.

Nah ah for real though I can average maybe 4ish mil in a combat zone, after the Power bonus is factored in. That ain't nothin to shake a stick at. Trading potentially 6 mil, some weirdos claim more than that. Mining is 15 bucks an hour, people are desperately trying to get mcdonalds to pay that rate.
 
Its safe to ignore posts like that. People with "credits per hour" mentality are here just for a quick ride, they burn out extremely quickly and then post bitter threads here and on reddit.

Best way to kill your gaming pleasure...
 
The proper way to balance is to increase or decrease values in small increments based on the server data based on average player behavior per profession. Things like exploration or bounty etc should really be based on the economy (trade).
 
I am currently gearing up to go on a deep space exploration mission.... So it is fair to say I just want roles expanded on with more content, and am not motivated by money. (perhaps this is why i work for a research charity rather than one of the big corps in my field like GlaxoSmithKline)

I think they should attempt to balance the pay based on something as believable as possible in the game universe. ultimately with this in mind, in the future if ever we can have huge mining platforms esp if on a planets surface, and then if we get giant ships like the nostramo to ferry the goods after they have been mined, i would probably expect mining to be the most lucrative career at the top end....

but again, I am more concerned about the mechanics of the career, making it indepth and interesting rather than the profit of it.

(I already have a list of pristine rings, volcanic metal worlds and a few earthlikes that i was the 1st to find jotted down, ready to hopefully take this further if the game ever allows it)
 
Last edited:
I am currently gearing up to go on a deep space exploration mission.... So it is fair to say I just want roles expanded on with more content, and am not motivated by money. (perhaps this is why i work for a research charity rather than one of the big corps in my field like GlaxoSmithKline)

I think they should attempt to balance the pay based on something as believable as possible in the game universe. ultimately with this in mind, in the future if ever we can have huge mining platforms esp if on a planets surface, i would probably expect mining to be the most lucrative career at the top end.

but again, I am more concerned about the mechanics of the career, making it indepth and interesting rather than the profit of it.

I actually hate the concept of CR per hour and everything that goes with it, what it does is limit the game to static values and simulated progression.
 
As long as I make any profit from what I am doing then I am happy. Exploring is the big unknown, yes I have a fair idea of what I am making, but its not until you sell the data that you know, too many variables I suppose.
 
I can only echo a lot of the already mentioned sentiments here. It's about the fun - Tune in FD....

Smuggling, you are the Han Solo of the milky way. there needs to be more involved and branching mission structures, but in an evolving non BB oriented way.
e.g you find some one off odd bit of whatever (art, blueprints etc) selling them to the black market gets the attention of A) undercover agents - you end up in some blackmail run missions until X event or die situation. B) the attention of some rares collector oligarch type who gives you insane missions for ridiculous reward C) You end up ferrying some random old man young lad and two driods....oh wait...

Same idea for bounty hunting, you get randomly hunted by factions of targets you've nailed to the sun, thsi slowly eases off as you collect bounties from other factions/gangs.
You get more diverse seek hunt kill missions from dark powers and merc companies.

Trading - is what it is, but maybe some further dynamism where you can get better prices for goods at favoured markets as they build up history with you. The way real life trading works.
 
I'd like to have 100000000/hour Cr with every profession so I could buy and maxfit all the ships in a couple of days, get bored at the third one and go back to real work and earn 10€/h on the next monday.
 
Back
Top Bottom