In reference to the changes announced today, I really do appreciate them. All except... for the changes to upkeep.
The only acceptable change to upkeep is total removal and replacement of the system.
Most of the proponents for upkeep that I've argued with seem to think we on this side of the aisle don't want to incur any operating costs at all, which is not true. I'd be fine with no upkeep but increased fuel costs. No upkeep but increased jump wear/tear repair costs. A flat percentage of earnings like SLF pilots take makes the most sense to me. Even a flat upkeep just for the time you're playing would be fine. It's the fact that it ticks away when you're offline that HAS. TO. GO.
Here's why upkeep doesn't work:
For easier math, let's assume we both have minimum loadouts, core only, with the proposed changes. Weekly upkeep: 5m each. Neither of us want to lose our carrier of course, so once we buy it, we're making this commitment from now until we quit playing for good. We don't play for the same amount of time per year, so we're going to reflect that with upkeep costs as an annual figure versus play time.
"Effective Weekly Upkeep" will be our measure of how much money you need to pay per week to keep your carrier for a year versus your time spent in game.
Total Annual Upkeep is 260,000,000c (5m x 52 weeks) for both of us.
I play 40/52 weeks a year - Effective Weekly Upkeep: 6,500,000c
You play 8/52 weeks a year - Effective Weekly Upkeep: 32,5000,000c
Now yes, when you do play for 40/52 weeks a year, 6.5m credits is easy to come by (and the real costs would still be much higher), but the less you play, the more time you have to spend grinding credits to pay for your own absence.
Making it more affordable doesn't change the fact that that's what the system is in place to do.
THAT's a textbook penalty ladies and gentlemen. Pure and simple. That's a tax on not playing, and it CANNOT be allowed in our shared game.
The only acceptable change to upkeep is total removal and replacement of the system.
Most of the proponents for upkeep that I've argued with seem to think we on this side of the aisle don't want to incur any operating costs at all, which is not true. I'd be fine with no upkeep but increased fuel costs. No upkeep but increased jump wear/tear repair costs. A flat percentage of earnings like SLF pilots take makes the most sense to me. Even a flat upkeep just for the time you're playing would be fine. It's the fact that it ticks away when you're offline that HAS. TO. GO.
Here's why upkeep doesn't work:
For easier math, let's assume we both have minimum loadouts, core only, with the proposed changes. Weekly upkeep: 5m each. Neither of us want to lose our carrier of course, so once we buy it, we're making this commitment from now until we quit playing for good. We don't play for the same amount of time per year, so we're going to reflect that with upkeep costs as an annual figure versus play time.
"Effective Weekly Upkeep" will be our measure of how much money you need to pay per week to keep your carrier for a year versus your time spent in game.
Total Annual Upkeep is 260,000,000c (5m x 52 weeks) for both of us.
I play 40/52 weeks a year - Effective Weekly Upkeep: 6,500,000c
You play 8/52 weeks a year - Effective Weekly Upkeep: 32,5000,000c
Now yes, when you do play for 40/52 weeks a year, 6.5m credits is easy to come by (and the real costs would still be much higher), but the less you play, the more time you have to spend grinding credits to pay for your own absence.
Making it more affordable doesn't change the fact that that's what the system is in place to do.
THAT's a textbook penalty ladies and gentlemen. Pure and simple. That's a tax on not playing, and it CANNOT be allowed in our shared game.
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