Real Life versus ED Rewards

Different choices in life provide different rewards. I get the impression that Frontier's game design is partially based on the real world we all currently live in.
I could be wrong. Still I thought why not compare real life with ED. Totally think "out of the box", throw up a few silly ideas at the wall and see what sticks.
Work on the goods ones you like and don't fill up the thread commenting on the ones you don't like. Too much reading to get anything accomplished.

I'll start...
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If a mercenary hired to fight in wars maybe gets a 50K payday if one survives.
ED seems already covered with better pay outs in Conflict Zones.

An assassin has a bigger payday depending upon the high level of the target.
ED game maybe a 40 million payday to take out Asling Duval and other high level politicians again?
The ultimate high risk assignment but many like this might bring combat elite closer to the speed of the others
.

A pirate in Somalia waters does OK only because of the catch and release laws. Some
companies find it more profitable to pay some of them off versus going to court.
ED make it profitable for cargo haulers to pay the pirates in credits instead of taking non-replaceable
mission cargo. I know it could be a real website money exploit. Maybe a Frontier Dev could figure it out.
Maybe they already did with, "Give me 8 tons of cargo" we could purchase in Commodities.


A cargo ship fleet owner transporting Japan/China electronics will make billions.
ED only one ship will make millions plus trade elite. It works OK for now. Got a better idea?

A CEO of a cruise ship company will also make billions.
ED only one ship will make millions plus explorer elite. It works OK for now. Got a better idea?
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The point is some players post why can't I make 100 million credits/hr doing combat versus another play style which I don't like. The answer is because the
player decided not to engage in that play style. Everything we do in this game has consequences and rewards. Having every play style with the ability to
make 100 million credits/hr really loses the concept of the ED working universe. Then it is just another multi-level game from the '80s with a big boss to
defeat at the end.

Same with unlocking the Engineers why do I have to do something that I don't like? The answer is because engineering provided two positives in the game.

1. Providing PvP combat ships and weapons taking the challenge far above the NPCs in Group or Solo modes. A player really need to know their stuff in PvP combat.
2. Getting players to try other aspects of the game they would not normally choose. They might actually like it.

Whoever came up with this at Frontier really nailed it. Brilliant. Of course in this game with that darn balance issues nothing is prefect like in real life so divided
with Brexit in the U.K. or Democrats hating Trump as the USA President. New players in Open will get creamed! PvP players push for more dedicated Open mode
only advantages. It is amazing how art often imitates life.

Anyway my post and my options. Have fun with them and "think out of the box"! If we all thought the same it would be a pretty boring world. :)

Regards
 
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Comparing a game to real life. Sorry, but pointless, imho. Games aren’t supposed to be like real life. That’s why they’re games. To escape it.
 
Comparing a game to real life. Sorry, but pointless, imho. Games aren’t supposed to be like real life. That’s why they’re games. To escape it.

Some games are not supposed to reflect real life to escape it for awhile. But game companies today spending millions to develop a game will research their customers and use your real life emotions to get a customer to purchase it. Given the current technology per tracking everything one goes on the Internet it is scary how they might be accomplishing this.

We do escape but even the ED universe it is so black and white versus the hundred shades of grey we will have to deal with in the real world tomorrow. Probably why the Elite series of games have been a release for so many over 34 years. I compared the game with real life and compared similarities. Maybe others won't agree. That's OK.

My point was how the Devs pay out credit rewards. I see similarities with real life. Something to consider in a game we all maybe get too serious into playing it. Maybe for this one unique game the closer to real life the more we become addicted to playing it. Frontier did throw away all the basics of online game design. Your thoughts...

Regards
 
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