For an MMO, like Elite is (almost), there needs to be balance and moderated progression. Simply put player actions affect the galaxy, and thus create the game play. Case in point, were any of the recent previous CG's just a "mission" in a normal offline game, I'd have ROFL stomped them for my emperor, but when we imperials were outnumbered ~1.5:1 that was never going to happen. Even more so when a good few imperial players seen we were indisputably getting steamrollered and moved onto other things. But even those "defeats" brought life to the galaxy, the Empire was stopped in its pursuit of NLMA, who were then awarded federal citizenship, in thanks for which they then blew up a federal starport. None of that would have happened had I solo'd the "mission" instead of "losing the CG".
Without this sort of intrigue and evolving narrative, Elite offline solo game would be effectively "Freelancer 2", with a campaign and a play through time. With such narrative and intrigue the game has a much longer lasting appeal, which is why many players have playtime in the thousands of hours. Running concruuently with the background narrative is the players progression, their "personal narrative" if you will, and managing that is a trickier proposition than managing the main plot. On onehand the game must designed to present a challenge to offer the player a sense of accomplishment, yet on the other it must feel "doable" and not an appear to be an insurmountable obstacle course that the player can never make any headway on. And in its delivery of progression it must tread the line between the "go on youtube to find the most busted thing and abuse the frack out of it" grinder mentality and the more immersive "this is the galaxy, in which I can do many things, I prefer doing X Y & Z, so that's what I'll do even though it might not be the fastest way to get to my goals". One set of players will grind the same activity for 50hrs straight, bemoan "the grind" and declare they "won" the game when they have shortcutted to the big shiny at the end of their grind. The other set of players will plod on not getting as rapid progression as the grinders, but probably having more fun in the process. Guess who is going to be playing the game for longer? Clue - If a greyhound ever catches the rabbit, it reputedly never races again.
So, it was five years ago that Frontier last released a paid for version / update to this game, yet there has been a swathe of updates released in this time. Yes, many of those patches were paid for in advance as part of the "Horizons" season pass, that season spanned two years, although it was originally planned for one year, so what funded the ensuing three years of free updates? Microtransactions. Which customer is more likely to spend money on microtransactions, the one who spanks a game in a couple of weeks by grinding their way down a very narrow and extremely repetitive path to the end game content, or the one who fully immerses themself in the game and does so over a few years totalling thousands of hours of play time? So, commercially, for the last few years at least, the game is almost a F2P, funded by microtransactions, as such it needs its players to stick around for more than a couple of weeks playthrough. On the flip side of that, by sticking around for more than a couple of weeks playthrough grinding the current meta, players see more content getting added to the game, and they actually get more value out of their purchase. It might be a bit chicken and egg, or a mutually dependent relationship, but the game's development benefits from player retention, and retained players benefit from ongoing development.
OK, so y'all have told me about F2P business 101 now, what's that got to do with millions per hour? Well, if the game is structured such that you can earn 200m/hr, and a well optioned carrier is 6billion, plus a fleet of ships to fill it with being another 4 billion, you've got 50hrs before you've "completed" the game, and y'all be like been there, done that, moved on. With that sort of reward structure, you could comfortably go from sidey to fleet and carrier and move onto another game in less time than a community goal runs for. Or you could take a few months to amass that 4billion credit fleet, and see the outcome of numerous community goals, influence some of them, get embroiled in the rich tapestry this galaxy is capable of weaving. The parameter to moderate the speed of progression from side to fleet + carrier is the credits per hour.
OK boomer you've sed enuff, can I haz my millions, or ur millions, just gimme millions? Err... No.
Why not? Remember at the start I was going on about how there was next to nothing I could do to prevent the inevitability of the empire getting spanked at the recent CG's? That shows that your game is my game, an what's sauce for the goose is sauce for the gander. In the case of millions per hour, it makes the difference of the credits in my bank meaning something or not. For you to get 200m/hr, because our games are intertwined, I am also able to get 200m/hr. So if I know there's 200m/hr out there to be had, I'm not going to worry about eating a 21m rebuy at a CG, or paying off a 50m bounty from blockading the other side of that CG. And while this sounds like fun, after 20hrs playing the trade and combat aspect of the CG, the 100m cr "reward" is going to look paultry, why bother, I could just have just shot rocks for half an hour.
But that's you problem not mine...Well actually, it's both our problem. Many aspects of the game are underutilized because of the nonsense economics. I used to powerplay, was a Level 5 combat pilot for ALD, maintaining that rank required ~182 kills per week, every week, for 50m a week. Say 15hrs a week on patrol, often with buddies, ganking NPC's with the odd bit of PvP, all good grins and giggles. Powerplay nowadays? #tumbleweed - AX combat similar, the most intricately developed part of the game amounts to a 40 minute "boss battle", in which you gamble the rebuy cost of your ship against two to fifteen million, and to give yourself a chance at this you need to
grind gather materials to synthesize ammo on the fly as the most effective weapons don't have the ammo capacity to win that fight. Or you could go shoot rocks.
How does my money farming stop you playing other aspects of the game? It doesn't directly stop me playing other aspects of the game, but it does taint many aspects of my game. For example, if all the people focussed on ganking ateroids for credits were to engage in powerplay, it would be a hotbed of activity and the ton of fun
@Rubbernuke dreams of it one day being reinstated to. Or if those people hit the CG's instead of ~3,500 participants there might be 10,000 with a lot more emergent content, more people to gank, or protect from being ganked, groups of haulers emerging to deliver commodities in convoys for mutual protection etc... Does that not sound more fun than shooting rocks or grinding other money-metas?
So... Tell me about your game then?
I shoot asteroids for loads of money like the man in the youtube video showed us. And what are you saving that money for?
A new, bigger and betterer, ship. And what are you going to do with that ship?
Shoot more asteroids for more money. And lemme guess, bigger ship, more asteroids, more money?
Yup. A'ight pal, you have fun with that, I'm away to try and overthrow a democracy, or blockade a community goal to thwart the evil federation, or maybe chillax doing some xeno archaeology... Smebbes top it all off by honing through some canyons with flight assist off, that's always good for a giggle with some beer and VR. o/