Newcomer / Intro How to make money when fuel costs more than mission rewards?

I'm not talking about rules but 6cr missions and similar bugs that are not fixed right away but several weeks later. Things like that can make a new player quit. There are other ways to make credits that we know and take them for granted but this game is complex and new player doesn't know them. They need time to discover everything this game has to offer. If all you see around are extreamly low paying missions (because of a bug), new player will think the game is bad and he will quit, I can perfectly understand reasoning behind OP. And I blame FD fot it, not a new player. Don't get me wrong, I don't want ED to be dumbed down, I love this game but I'm around before it was live. i know what is a bug and what's not, I know how to get around a bug, but I also learn new thing every day, some things are in the game from day one and I didn't know abot them! Now imagine a new player, he's clueless about all that, see missions in the current state and can loose interest because of it.
 
I'm not talking about rules but 6cr missions and similar bugs that are not fixed right away but several weeks later. Things like that can make a new player quit. There are other ways to make credits that we know and take them for granted but this game is complex and new player doesn't know them. They need time to discover everything this game has to offer. If all you see around are extreamly low paying missions (because of a bug), new player will think the game is bad and he will quit, I can perfectly understand reasoning behind OP. And I blame FD fot it, not a new player. Don't get me wrong, I don't want ED to be dumbed down, I love this game but I'm around before it was live. i know what is a bug and what's not, I know how to get around a bug, but I also learn new thing every day, some things are in the game from day one and I didn't know abot them! Now imagine a new player, he's clueless about all that, see missions in the current state and can loose interest because of it.

There were times, when Frontier was patching every bug separately. We had easily two or three updates a week.
Then there was outrage. Much wailing and gnashing of teeth. People rioted in the streets and shouted that they want to play and not watch the progress bars.
So frontier decided to switch to bulk updates once a month or after sufficient number of bugs is collected.


If you want to blame someone, blame old players who spammed forums with polls and rageposts.
 
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Hobbyhorse time.

I think the problem here is that new players arrive in the game thinking what do I do, see the missions board and automatically assume that is the way to go. Maybe if you couldn't see the missions board until you had achieved a Pilots Federation rank increase, possibly you could only see missions after you had achieved a rank in that activity.
 
Hobbyhorse time.

I think the problem here is that new players arrive in the game thinking what do I do, see the missions board and automatically assume that is the way to go. Maybe if you couldn't see the missions board until you had achieved a Pilots Federation rank increase, possibly you could only see missions after you had achieved a rank in that activity.

Hmm. I think most of the peoples would simply see it as yet another restriction.

But I really like the idea in general - to force people to try stuff, before falling into the boredom of mission grinding. It could be done by various requirements. For example You would unlock mining missions after you have mined certain amount of ore. That would ensure that you already know how and where to mine before you start and the missions would be basically just an added bonus to mining, upping the profits at later stages.
And similar thing could be done with every other mission type. You'd have to be trading for a while, then hauling and courier missions would start appearing, heading to the locations that you "know", and after a certain level you could start transporting people, first inter-system "bus lines", then short distance and in the end the long distance voyages.

There are things that could be done with this, yes.
 
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Hmm. I think most of the peoples would simply see it as yet another restriction.

But I really like the idea in general - to force people to try stuff, before falling into the boredom of mission grinding. It could be done by various requirements. For example You would unlock mining missions after you have mined certain amount of ore. That would ensure that you already know how and where to mine before you start and the missions would be basically just an added bonus to mining, upping the profits at later stages.
And similar thing could be done with every other mission type. You'd have to be trading for a while, then hauling and courier missions would start appearing, heading to the locations that you "know", and after a certain level you could start transporting people, first inter-system "bus lines", then short distance and in the end the long distance voyages.

There are things that could be done with this, yes.

I don't think that will work. People would just keep on repeating the same thing, thinking THAT is the game. I think you really have to invite them to try stuff, but the only way to fo that at the moment is to totally configure your ship towards a goal (f.e. Mining); It would be nice if you could try stuff without having to totally reconfigure your ship.
If you would have a sidewinder with all stuff at say level 1 (like a base refinery with three slots, 1 very slow prospector, 1 collector; and 1 warrant scanner, 1 surface scanner, 1 discovery scannner etc.) and you could only upgrade them to level two when you get rid of another option, then they will choose their way into the galaxy.
Also, this would help them determine which kind of elite is best for them, and the devlopers could see which concept is working and which needs to be reevaluated
 
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