Rescuing people from Titans - the payout is... ugh.

What do you base this on? I've not seen any indicators that this helps with the war. If the game told me that I am helping war efforts immensly, then maybe I'd be less annoyed by the laughable payout.
In-game progress showing significantly across all existing systems around a Titan marked as counterstrike, populated as well as unpopulated(the latter is harder to notice due to only being marked with a bright green dot in the war map mode).

A whole bunch of them, including systems containing a barnacle matrix - which are otherwise entirely progress locked - were cleared that way around Maelstrom Indra that way this week. A couple around Taranis as well. The connection has been fairly solidly proven in part thanks to the matrix system progress… but also because such a mass-clearing effort isn’t really all that plausible to have popped up out of nowhere.
 

rootsrat

Volunteer Moderator
In-game progress showing significantly across all existing systems around a Titan marked as counterstrike, populated as well as unpopulated(the latter is harder to notice due to only being marked with a bright green dot in the war map mode).

A whole bunch of them, including systems containing a barnacle matrix - which are otherwise entirely progress locked - were cleared that way around Maelstrom Indra that way this week. A couple around Taranis as well. The connection has been fairly solidly proven in part thanks to the matrix system progress… but also because such a mass-clearing effort isn’t really all that plausible to have popped up out of nowhere.
Fair enough, sounds good!

(Not backing out of the "want more Cr for these!" tho :D )
 
Just went back from the Black to try the new human-mining stuff. Couldn't even make it to the Titan. Tried three times, three times got eventually interdicted by the Glaive and couldn't get rid of it. Need to bring some guns, I reckon...
 
Just went back from the Black to try the new human-mining stuff. Couldn't even make it to the Titan. Tried three times, three times got eventually interdicted by the Glaive and couldn't get rid of it. Need to bring some guns, I reckon...
Possible to avoid them if you drop a heatsink and hit silent running as soon as you drop from submitting to the interdiction… then boost away until you can low wake.

Does require sufficient speed to keep the distance and avoid mass lock, if you’re in a medium ship.

Of course, guns work too, but you might be in a bit rougher shape once you get to the place. A thing that is preferable to avoid where you’re going.
 
Considering how much some other, MUCH less risky and much less end-game activities pay, I would still expect much better Credits compensation. Again, considering the end-game nature of this, the skill required, the needed equipment and how much time it takes to complete the task.
There's an issue around the optics of the game activities that needs to be addressed (by FD).

Broadly, your suggestion here is a risk vs reward comparison, or more accurately an effort vs reward comparison, and broadly, I agree that that consideration is well under-baked. A problem arising from this is an argument that through that logic, a sidewinder with minimum armament destroying an Elite Anaconda pirate, should be rewarded more than the same player using a fully engineered Corvette to destroy the same target. That's obviously not right, in my opinion, but that gives pretext to the next piece

But there's a (in my opinion, reasonable) perception that Elite's game loops are not challenge->reward based, but optimisation->reward based. That is, to take two lenses on this:
  • Taking 20 deliveries to a single station should, overall, reward better than taking a single delivery each to 20 different stations (rewarding optimisation of your trade route to minimise the amount of places you need to go to)
  • Taking 7 massacre missions targeting a single faction, with the seven missions paying out from separate factions, and targeting weak ships, being more rewarding than taking 7 massacre missions offered by a single faction, targeting seven different groups of pirates... and potentially targeting tougher ships (rewarding optimisation by diversification of your mission source, and using least-effort to achieve the necessary outcomes)

There's a clear line of logic to both... and while I think they're valid, they're done in a way that invalidates the challenge->reward balance, which is inherently tied to logical career progression within the game.. and that's where appropriate payouts are necessary.

To contrast against how mining in EVE Online works, there's two pathways within that career:
  • Optimise your ship to mine the cheapest, easiest and safest materials, as fast as possible in the largest volumes, to turn a profit; or
  • Embrace risk to endure dangerous conditions and hostile pilots (or expend significant effort in friends providing a defence fleet) to mine some of the most expensive items in the game, in small quantities.

Both are on average, equally rewarding, and conditions can mean things shift between one or the other being most rewarding.

Basically, this is where ED gets it wrong. Focusing on the Massacre mission piece, there is no context where targeting the high-risk (human) ship combat (whether that's high-intensity space CZs, or Threat 5/6 Pirate Attack sites in negative sec states) holds a flame against massacre stacking, which is best optimised by reducing effort and risk.

Translating this to the EVE mining example, there should be roughly equal reward considerations for:
  • Optimising large-scale destruction of weak pirate ships in short order; and
  • Seeking out single, high value, high risk targets such as Threat 5/6 and Wing Assassination (engineered) targets.

The naive answer is "Moar credits", but tying this back into my suggestions around non-monetary reward propositions... looking at, say, Assassinations, we have:
  • Vanilla Assassinations being Anacondas/Corvettes paying out ~4m credits, maybe 5 materials and a chance for 0-2 * G5 mat drops (0-6 materials) and a bunch of G4, G3 etc (but let's ignore them), and a bounty payout of up to 1m depending on factors
  • Wing Assassinations being Anaconda/Corvette with two vulture/FDL escorts, pays out ~4m credits and a chance for the same mat drops/rewards, and the same bounty payouts.

It's a no-brainer to work out what is better... so what if that value proposition changed?
  • Thargoids combat issions now pay out up to 10 materials... I would argue that should be bumped to something higher, so that wing assassinations could have their mat rewards bumped to 10?
  • What if Engineered ships dropped significantly more materials? Engineered Condas/Corvettes dropping 5+ G5 items (so 15-24 G5 materials), while vulture/viper escorts guaranteed dropping one or two G5s as well?
  • Alternately, maybe rep can be cashed for Mats, and these missions offer significantly more rep gains?

So, instead of having two different lenses on a comparable problem, which provide similar (monetary) outcomes, there's actually a value proposition of "Do I want Materials? Then I need to focus on Wing Assassinations[1]. Want credits? Focus on the solo assassinations.

Paring it back to the subject at hand, this then tackles the issue of expectations for rewards. Of course, taking a mission to take down a pirate lord with a big bounty on their head, a substantial monetary reward makes sense. Protecting humanity against an existential alien threat through recovery of captives from the alien mothership? There's a strong argument that money should not be the motivator, but for a game's activities to make any sense, a reward of-sorts is needed. Thus, meaningful non-monetary rewards (using alien materials in experiemental engineering, commoditisation of reputation, other non-monetary value) shore up the absence of competitive credit rewards, where this makes no sense.

[1] Notwithstanding any concerns I have that all missions should be Wing missions, and that it should just be "Easy" and "Hard" missions, the wing aspect should be irrelevant.
 
What if Engineered ships dropped significantly more materials? Engineered Condas/Corvettes dropping 5+ G5 items (so 15-24 G5 materials), while vulture/viper escorts guaranteed dropping one or two G5s as well?
To spin off this, HGEs are a further great example of what you're describing. 4-5 G5 materials, you've got a straightforward way to control the type, absolutely zero risk or effort.
High-ranking large ship: you probably get one on average and you don't get to pick what it is.

But there's a (in my opinion, reasonable) perception that Elite's game loops are not challenge->reward based, but optimisation->reward based.
Yes - in part coming in because a lot of the optimisations are themselves excessively good, and still based around a FFE-era mindset about what matters or not.

If you take a massacre mission "normally" - one, on its own - then the reward probably isn't that far out of line with what you might expect.

The optimised scenarios where you can reliably get a seven-faction stack against the same target are fairly rare on a whole galaxy basis. The chances of a lone player finding any of them are pretty small, even if they realise they could look for them in the first place - and if they did, it's fair to view that as a reward for the planning (or luck) involved because the opportunity cost of finding one in the first place will take a while to pay off. But describing them to other people is trivial, and big-data searches to locate them are practical, so in a multiplayer game that optimised access is everywhere.

But the easy solution (see cargo missions) is to assume optimisation and set the payouts based on that, making them pretty terrible unless optimised.
 
To spin off this, HGEs are a further great example of what you're describing. 4-5 G5 materials, you've got a straightforward way to control the type, absolutely zero risk or effort.
High-ranking large ship: you probably get one on average and you don't get to pick what it is.
Unpopular opinion: Get rid of HGEs, yesterday.

They're the dumbest thing in the game.
"Rare" g5 drops like HGEs should at-minimum be gated with a requirement to, say, repair a stranded ship with the relevant limpets (with the g5 parts salvaged from the repairs), or hacked/ broken from a satellite or abandoned ship, again with the relevant limpets... positioning the G5 rewards as strictly an outcome of dedicated salvage activity, hunting out distress calls, combat aftermaths and degraded signal sources, with your ability to exploit all of these balanced against your ship loadout.

That they come from "Drop in uss, scoop" and nothing more is brain-dead activity design.
If you take a massacre mission "normally" - one, on its own - then the reward probably isn't that far out of line with what you might expect.
This is why my perpetual suggestion for fixing massacres is to make them mission-USS, wave- based scenario combat... so the objective is to clear the waves, and not just tally kills.

That way the correct difficulty ships get assigned to the correct difficulty mission.
The optimised scenarios where you can reliably get a seven-faction stack against the same target are fairly rare on a whole galaxy basis. The chances of a lone player finding any of them are pretty small, even if they realise they could look for them in the first place - and if they did, it's fair to view that as a reward for the planning (or luck) involved because the opportunity cost of finding one in the first place will take a while to pay off.
I dunno... i came across several before i even knew what i was looking for.

But the easy solution (see cargo missions) is to assume optimisation and set the payouts based on that, making them pretty terrible unless optimised.
The problem is cargo mission payments are still busted, tyingv reward to cargo value, rather than the factors that matter, being tonnage, distance in ls, and galactic distance in ly... as well as size of the target station (smaller=less maximal optimisation). All these need to weigh heavier than cargo value, which is (almost) a non-factor.
 
Unpopular opinion: Get rid of HGEs, yesterday.

They're the dumbest thing in the game.
"Rare" g5 drops like HGEs should at-minimum be gated with a requirement to, say, repair a stranded ship with the relevant limpets (with the g5 parts salvaged from the repairs), or hacked/ broken from a satellite or abandoned ship, again with the relevant limpets... positioning the G5 rewards as strictly an outcome of dedicated salvage activity, hunting out distress calls, combat aftermaths and degraded signal sources, with your ability to exploit all of these balanced against your ship loadout.
That would actually be interesting as a way to obtain high-grade (manufactured/data) materials. I’m sure everyone who has tried engineering remembers those times hunting for pharmaceutical isolators, in a system state that is unfavorable to HGE spawns(and I’m not gonna massacre civilians caught in said outbreak). And only spawns them in Allied or independent systems.

As it is, I’ve just forgone the ‘common grind loops’ and instead cross-trade whenever the storage for modified embedded firmware, the biotech conductors and focus crystals is full from whatever I’ve been doing(usually evacs around the war theater, for recent times).

It’s slow, sure, but I haven’t been in any recent need or desire to make a new ship anyway.
 
Commanders have been known to go great lenghts in aqcuiring novelty prizes, personal milestones, shiny livery. A system permit for example, even if not fulfilling any other need but that of vanity, would act as a great motivating factor. Another is, of course, wreaking havoc in other's sandboxes which was quite popular thing to do in the past, and Galnet certainly seems to indicate these rescued people are handled with some caution.
 
That would actually be interesting as a way to obtain high-grade (manufactured/data) materials. I’m sure everyone who has tried engineering remembers those times hunting for pharmaceutical isolators, in a system state that is unfavorable to HGE spawns(and I’m not gonna massacre civilians caught in said outbreak). And only spawns them in Allied or independent systems.

As it is, I’ve just forgone the ‘common grind loops’ and instead cross-trade whenever the storage for modified embedded firmware, the biotech conductors and focus crystals is full from whatever I’ve been doing(usually evacs around the war theater, for recent times).

It’s slow, sure, but I haven’t been in any recent need or desire to make a new ship anyway.
Yeah I've never actually done the material grind at all, except for guardian stuff because i hadnt learned to scoop as i go.

Closest i came was doing a pre-odd crystal site, because i happened to be in the areas and had never been to one, so i spent the time to fill one bin.

Mission rewards, data and just scooping opportunistically, with use of cross- trade, keeps me stocked with everything.
 
I don't mind HGEs - they're nice to mix in with Black Box Retrieval missions & other missions that require Nav Beacon scans as they act as a bonus. I'd rather they boosted the other types of USS like Degraded and Encoded so that HGE are less of an outlier (i.e. make then not the only one worth visiting).

In general supercruise needs more reasons to exist.
 
I don't mind HGEs - they're nice to mix in with Black Box Retrieval missions & other missions that require Nav Beacon scans as they act as a bonus. I'd rather they boosted the other types of USS like Degraded and Encoded so that HGE are less of an outlier (i.e. make then not the only one worth visiting).

In general supercruise needs more reasons to exist.
My last comment on this at risk of turning this into a mats/engineering thread, which it absolutely isn't (Sorry @rootsrat !) ... I wouldn't mind HGEs remaining if they weren't (perceived as) the only way to farm G5 maunfactured mats and were, as you say, just a bonus (which is incidentally, as you describe, exactly what I do), and the other signal types boosted as you've described... where the ones which need recon/hatchbreak/repair limpets draw superior rewards (to reward preparing for and seeking that activity type)
 
I don't mind HGEs - they're nice to mix in with Black Box Retrieval missions & other missions that require Nav Beacon scans as they act as a bonus. I'd rather they boosted the other types of USS like Degraded and Encoded so that HGE are less of an outlier (i.e. make then not the only one worth visiting).
Degraded and Encoded I think are fine - they're an easy way to get low-grade materials to get started on engineering, to get your ship to the state where it can take on the tougher stuff. A bit uninteresting, but the ambush variants got taken out, so...

They could scatter a few high-grade materials in the black box signal sources to make it more integrated.

In general supercruise needs more reasons to exist.
Yes - though that goes to another big problem with ED which is that almost all of its gameplay is designed around destinations rather than travel. I suspect supercruise is too abstract (and realistic scale is a mess for this anyway) to really do much more with it: when it comes down to it, things might actually work better going back to the old microjumps idea for travel between planet-level bodies, and then have a speed-limited version of supercruise (max out at lightspeed, perhaps) for moving around the planets+surfaces and between POIs in their sphere of influence (and yes, you could use it to fly between planets at least in the inner systems too).

[Not completely off-topic; a less abstract travel system allows for finer tuning of risk/challenge and reward]
 
That would actually be interesting as a way to obtain high-grade (manufactured/data) materials. I’m sure everyone who has tried engineering remembers those times hunting for pharmaceutical isolators, in a system state that is unfavorable to HGE spawns(and I’m not gonna massacre civilians caught in said outbreak). And only spawns them in Allied or independent systems.
Unpopular workaround:
I never milked pharma isols HGEs, because I always have some spare materials this type from...destroyed vette in high rank assasinations :D. Of course not having mindset of completionist is huge help. Why waste 10 G5 materials for 100% of power, if I can waste 1/2 for nearly 50%?
Actually I think that they can drop any type of G5 (or nearly all), and they arent conneccted with usual HGE requirements, example I never had to hunt pirate in outbreak system to find isolators :) ).
And I completely agree with Jmanis. no risk and no effort USS which spawn multiple G5 materials is...stupid.
It is as stupid as any form of relog farm. G5s as the highest possible materials should require something "bigger", than "cruise to signal threat 0, scoop, repeat".
 
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Ridiculous odds should match ridiculous rewards. It's just not what you'd expect but that is the story of ED in a nutshell. You expect something the devs have actively designed? Don't - ED's moments rather come from the moments FDEV didn't meddle with stuff directly - like the BGS.
Once the devs touch it I guarantee you that it'll be a reliable stream of frustration and nickel and diming for your time.
 
The things I like about HGEs and the other emissions sources is that there are usually enough in a system that you can go from one to the next with no need to re-log, the threat levels are a pretty good indication of whether or not my unarmed Orca was a suitable ship to drop in with, including the distress beacons there was a reasonable variety of scenarios and best of all no missions required.
 
Just went back from the Black to try the new human-mining stuff. Couldn't even make it to the Titan. Tried three times, three times got eventually interdicted by the Glaive and couldn't get rid of it. Need to bring some guns, I reckon...
Well, make sure you bring lots of G5 heavy duty Armor with Deep plating, some AX multie cannons, preferably Azimuth but the regular enhanced will do. And a long-range beam with thermal vent seems to help bring down the Glaives quicker for some reason and helps to mange heat. And don't forget a couple of ECMS modules, heat sinks and caustic sinks. A fast ship helps the survivability as well, but not necessary.
This is an interesting discussion, I don't mind :😀

(Albeit probably 8 years too late lol, unless the major feature rework" is Supercruise)
I don't know what is funnier, holding out hope for a major rework getting super cruise as the topic! :ROFLMAO:

Sorry, I could resist... I'll let myself out...
 
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