Ship cost scaling in this game needs to be leveled out.

I know for a fact i can free roam bounty hunt for 100,000cr in 15min now I'm in a good viper loadout. That's 1mil every 2 1/2 hours. Would take me 375 hours to get a conda. I HAVE SPENT WAY WAY longer on some games than that. Price curve is good, don't want to run out of things to buy.
 

Lestat

Banned
I know for a fact i can free roam bounty hunt for 100,000cr in 15min now I'm in a good viper loadout. That's 1mil every 2 1/2 hours. Would take me 375 hours to get a conda. I HAVE SPENT WAY WAY longer on some games than that. Price curve is good, don't want to run out of things to buy.
It show how much much the op knows about earning money?
 
Update to my page 2 'im a new player too' post. From release on the 16th I got myself organised, put together a simple target plan and set some basic goals to reach along the way. Simply by being organised and efficient, running decent trade routes, making the right alliances, and not deviating from my target plan, last night I got my Imperial Clipper. She is beautiful!! But, the true value of this ship? Knowing how much work i put into getting it!

Now, maybe I will set my sights on something bigger, or maybe I wont.. But with the right attitude, there is nothing in game that is out of mine, or any other players reach, just a matter of how long or hard you are willing to work towards it.
 
I don't know if Anacondas should cost less or if their current price is right in the grand scheme of things. In any case, whatever their price is, it's still money badly invested because this particular ship serves no purpose in the game at the moment.

When new content/gameplay appears to support Pythons and Anacondas, I'll gladly fork out whatever their price is. Until then, I'll stick to the Asp and keep my money ;)
 
There, I said it. Now, everyone tell me that I want the game to pander to me, and that I want everything handed to me on a silver platter.

In all honesty, some of the game's larger ships feel far, far too expensive for what they are. In terms of piloted ships, Elite: Dangerous is a game about asymmetrical balance -- not about aspiring toward progressively better and more effective ship tiers, which is the case with Eve. Taking this into consideration, why are larger ships so, SO much more expensive than smaller, equally capable vessels? I get that heavy transports should cost a great deal to offset the inherent advantages they bring to the table in terms of long-term trade profits, but as a whole, larger ships in this game can easily start to cost well over a hundred million credits -- if not hundreds of millions -- after taking operating costs along the lines of upgrades and repairs into account, as well as the hefty initial price tag. But for what? If I want to kit out a Dropship or something for combat, I could just as easily kit out a dirt-cheap Eagle or Viper and start mowing things down just as capably.

I believe larger ships should be more expensive than smaller, lighter craft for obvious purposes, but it currently feels way out of proportion. The number of potentially fun, viable ways of even making the sort of money required for larger ships diminishes substantially when we're talking scales as ridiculous as ~100 million+ credits, and I for one don't feel like subjugating myself to that narrow road in a purported sandbox that was marketed as rewarding multiple playstyles. In addition, larger ships should require some kind of non-monetary prerequisite -- a permit that can be earned through hard work (potentially in terms of combat / explorer / trading ranks), for instance -- to pilot. A greenhorn shouldn't necessarily be able to pilot a two-man Python by himself if he happens to stumble across 50 or 60 million credits. Non-monetary operating prerequisites, in my opinion, would be a far more sensible -- and arguably deeper and more meaningful -- approach to large ships.

TL;DR - Simply demanding more money is a brutish, elementary way of prohibiting most of the player base from having the prestige of operating a giant vessel. Ship costs need to be decreased dramatically at the upper tier in light of the asymmetrical ship balance the game tries to sell, and pilots shouldn't be able to purchase and start flying larger vessels out of the clear blue when they accrue enough money to purchase them. The overall goal would be to reward more playstyles with the potential of operating large vessels while deflating the arbitrarily ludicrous cost of maintaining them. The current system is basically a bad, superficially-implemented way of ensuring that more prestigious ships aren't owned by everyone and their grandmother, and it forces those of us that have an interest in larger ships to play the big money game.

I don't want to be a credit-farming tycoon for the sake of being able to afford a ship I want while other players are kicking butt and are perfectly content with their equally capable, smaller vessels. I hate to pout, but it's just not fair.

In all honesty I could not disagree with you more. Had the costs of the ships been better scaled I would be flying around in an anaconda along with every other numpty out there. Already I am close to owning my Type 9 at 76 million and already wondering what the hell i'm going to do in a months time when I do have an Anaconda. I'm a little disappointed in some ways the game isn't a little harder.

Once you find a good trade route, you can easily make 2,100 creds per ton, a run. That's there and back again. You just have to look harder, and do some exploring. I guess i'll turn my hand to pirating or exploring come next month. But till then i'm happy trading. And FYI ppl, I haven't traded one rare item yet, so it can easily be done with the regular market.
 

Lestat

Banned
In all honesty I could not disagree with you more. Had the costs of the ships been better scaled I would be flying around in an anaconda along with every other numpty out there. Already I am close to owning my Type 9 at 76 million and already wondering what the hell i'm going to do in a months time when I do have an Anaconda. I'm a little disappointed in some ways the game isn't a little harder.

Once you find a good trade route, you can easily make 2,100 creds per ton, a run. That's there and back again. You just have to look harder, and do some exploring. I guess i'll turn my hand to pirating or exploring come next month. But till then i'm happy trading. And FYI ppl, I haven't traded one rare item yet, so it can easily be done with the regular market.
I have to agree. What I notice is once you get a Lakon 6 trading is very fast.
 
the cost is ok, best ships should not be easy to come by, its not another CoD that ull accomplish in 4hrs, u really need to earn them. only thing that scares me is the huge insurance cost of those ships. not to mention the drama when itll be maxed on equippement and wasted.
 
In addition, larger ships should require some kind of non-monetary prerequisite

You are suggesting replacing the current grind with another sort of grind? What's the point in that.

Large ships are expensive, so either a) dont bother with them or b) grind till you got the moneys.
 
I actually have a slightly different take here from the OP, as honestly I think the issue is that the initial ships are so damn cheap; but on top of that the actual Ship Progression itself is just right now. The whole tirade of "Well there are only 15 Ships right now, and 30 are Planned" is all well and good... except for the fact these ships exist in various stages of Development right now and are NOT in the game; so it doesn't matter what the hell they have planned if the CURRENT Progression doesn't have the gameplay to properly back it up.
.
From my perspective the Larger Ships don't belong in the game yet, there just isn't any place for them.
The ASP, Dropship (rename it the Pelican, Dropship is a stupid name) and Imperial Clipper are fine; but they need to be scaled back a bit.
.
I think the ASP itself is reasonable, perhaps a bit less Armour would work... but the Dropship and Clipper right now are a bit too damage spongy, especially as offensively they're not exactly stellar ships. Their price ranges of 6-25mil again is also a bit iffy to me; as the ASP could stand to be closer to 10million, with the Clipper and Dropship coming down to say 13-15mil... if the Cobra was 3mil, Type-6 3.5mil, Viper 2.2mil; then the Eagle was expanded to have it's 2 Variants (Federation and Imperial) that fit within the 200-400k price range; Sidewinder at 50k, then Krait and Gecko being the Federation and Imperial variants again with similar price ranges.
.
This would help to buff out the lines; especially if they brought in variants of the Viper (MK 1-3) with the focus on (Multi-Purpose, Scout / Explore, Combat) fleshing out the 600-2mil area; the Hauler and Adder could also slide in pricewise around there, with the Moray rounding that selection out.
.
As the focus should've been on a smaller selection of Hulls (say 10 in total) but a handful of variants, so for example like with the Eagle and Viper; the primary changes would be cosmetic. Difference between the Viper MK 1 (No Engine Pods), MK 2 (Swept Wing where Engine Pods are) and MK 3 (Current Model) then have different materials for the Cockpits and balanced Internals and Stats.
.
Having a massive bank would be fine and all, but that has never been the major aspect of Elite in the past; while should it be a focus of grind now.
Elite's entertainment has always come from finding a ship you enjoy flying and then finding some aspect of the game you really enjoy to play... progression should only be in the sense of whatever ship makes what interests you most effective.
.
Given so much focus is on fitting not just purchasing the base Hull, which can get exceptionally expensive fast; then it would be better to focus the progression "grind" if the game MUST have one on that; as well as Ranks, like Combat, Faction, Trade, Exploration, etc... where the Higher the Rank unlocks more involved and difficult Missions.
 
In all honesty I could not disagree with you more. Had the costs of the ships been better scaled I would be flying around in an anaconda along with every other numpty out there. Already I am close to owning my Type 9 at 76 million and already wondering what the hell i'm going to do in a months time when I do have an Anaconda. I'm a little disappointed in some ways the game isn't a little harder.

What are you going to do when you have your Anaconda? That's easy. Earn a pile of credits with it and then buy an Imperial Clipper or some such and go exploring with all the profits you made. When you need more money come back to the port where the 'Conda is stored, jump in it and make more money so you can go do some more exploring.

This is what I plan to do.
 
The ASP, Dropship (rename it the Pelican, Dropship is a stupid name) and Imperial Clipper are fine; but they need to be scaled back a bit.
.
I think the ASP itself is reasonable, perhaps a bit less Armour would work... but the Dropship and Clipper right now are a bit too damage spongy, especially as offensively they're not exactly stellar ships.

They are set up to be able to take a little extra damage as they are multi role ships, isnt that the normal trade off.. the harder you hit the less defensive you need to be? The Clipper and Dropship are basically branded high level/value trade/courier vessels, they can do a little sustained fighting, but are better set to punch and run, a well geard ASP will chew them up.
 
I wanted to make an own thread about this, but OP kinda ninja'd me, so here it goes :

Greetings, fellow Forumites,

today I wanted to discuss about Ships, Prices and Playtime.

First, lets have a look at the following table :
(Price / t Hull , 0.5m Cr / h = 500000 Credits per hour -> Playtime to be able to purchase the Ship)

ShipHull MassPricePrice / t Ratio0.5m Cr /h1m Cr /h5m Cr /h
Hauler14t5272037660.10.050.01
Sidewinder25t3200012800.060.030.006
Eagle50t448008960.090.0450.009
Viper60t14293123820.290.140.029
Lakon 6155t104594567482.091.050.21
Cobra180t27971815540.560.280.056
Asp280t66611532379013.326.661.33
Anaconda400t14696945136742429414729.4
Imperial Clipper500t222958604459244.622.34.46
Federal Dropship580t378142056519737.818.93.78
Lakon 91000t765558427655615376.615.3

[/tr]

In my view, some of those prices (especially Lakon 9 and Anaconda) are way off.
I understand Elite is about the journey and stuff, but if you have a view on the table how long it takes to get them with a somewhat reasonable assumption of making one million credits per hour, this is taking far too long in my view.
Again, I am aware they should not be cheap so that there is something to achieve, but bear in mind these are only basic variants without any equipment. Also, not everyone will be able to make much more than 1 Million Credits per hour, especially when lots of people flood the game and level out profit chances by strongly influencing the market situation.
From my own perspective, even an A-Rank fitted Asp Explorer needs around 50 hours solely of power-trading - and not doing much more besides it, if I count in Equipment. Powertrading is grinding - not really playing the game, if you want to get to a perfectly equipped Asp "on the journey", you need to add a huge multiplier for the Playtime needed to get there.

One of my Long-term goals in Space games is to have one of every ship. If I have a look at my Cr /h ratio, this is not going to happen ( ~1.5 m Cr/h) as it would take 180h of trading to get there - just for basic ship variants. That's not exactly a deal-breaker for me, but I tend to dislike the extreme pricing. Don't get me wrong, I don't want an Anaconda for 10 Millions, but 147 Millions is too much in my view, at least a factor of 2, same goes for Lakon 9 for example.

So what is your view on Ship Pricing and Playtime ?

I posted this in another thread, which sadly was closed. But to emphasize on my main point :
Ratios between 896 Cr / t Hull ( Eagle) and 367424 Cr / t Hull ( Anaconda) is just plain wrong.

Since someone mentioned the X-Series already : Pricings up to an Asp are somewhat comparable ranging from 32k (Small fighter in X) to an Asp ( Corvettes in X). But anything above is just way, waaaaay off. For the price of an Anaconda I would await a destroyer ( Destroyer in X : 80-100 Million) , not just some slightly oversized Corvette.
The Anaconda simply is not worth that amount of money.
 
I think the ASP itself is reasonable, perhaps a bit less Armour would work... but the Dropship and Clipper right now are a bit too damage spongy, especially as offensively they're not exactly stellar ships. Their price ranges of 6-25mil again is also a bit iffy to me; as the ASP could stand to be closer to 10million, with the Clipper and Dropship coming down to say 13-15mil... if the Cobra was 3mil, Type-6 3.5mil, Viper 2.2mil; then the Eagle was expanded to have it's 2 Variants (Federation and Imperial) that fit within the 200-400k price range; Sidewinder at 50k, then Krait and Gecko being the Federation and Imperial variants again with similar price ranges.
+1 prices for middle ships should be higher.
When players can jump from sidewinder to adder after 20 minutes, and to viper after one more hour, and finally day-one cobra, they skip alot of content with low level ships, and its tuning.
Ships, that took alot of developer's work! They are all feel different. And each is exclusive interesting.
 
Last edited:
faya8.com

There, I said it. Now, everyone tell me that I want the game to pander to me, and that I want everything handed to me on a silver platter.

In all honesty, some of the game's larger ships feel far, far too expensive for what they are. In terms of piloted ships, Elite: Dangerous is a game about asymmetrical balance -- not about aspiring toward progressively better and more effective ship tiers, which is the case with Eve. Taking this into consideration, why are larger ships so, SO much more expensive than smaller, equally capable vessels? I get that heavy transports should cost a great deal to offset the inherent advantages they bring to the table in terms of long-term trade profits, but as a whole, larger ships in this game can easily start to cost well over a hundred million credits -- if not hundreds of millions -- after taking operating costs along the lines of upgrades and repairs into account, as well as the hefty initial price tag. But for what? If I want to kit out a Dropship or something for combat, I could just as easily kit out a dirt-cheap Eagle or Viper and start mowing things down just as capably.

I believe larger ships should be more expensive than smaller, lighter craft for obvious purposes, but it currently feels way out of proportion. The number of potentially fun, viable ways of even making the sort of money required for larger ships diminishes substantially when we're talking scales as ridiculous as ~100 million+ credits, and I for one don't feel like subjugating myself to that narrow road in a purported sandbox that was marketed as rewarding multiple playstyles. In addition, larger ships should require some kind of non-monetary prerequisite -- a permit that can be earned through hard work (potentially in terms of combat / explorer / trading ranks), for instance -- to pilot. A greenhorn shouldn't necessarily be able to pilot a two-man Python by himself if he happens to stumble across 50 or 60 million credits. Non-monetary operating prerequisites, in my opinion, would be a far more sensible -- and arguably deeper and more meaningful -- approach to large ships.

TL;DR - Simply demanding more money is a brutish, elementary way of prohibiting most of the player base from having the prestige of operating a giant vessel. Ship costs need to be decreased dramatically at the upper tier in light of the asymmetrical ship balance the game tries to sell, and pilots shouldn't be able to purchase and start flying larger vessels out of the clear blue when they accrue enough money to purchase them. The overall goal would be to reward more playstyles with the potential of operating large vessels while deflating the arbitrarily ludicrous cost of maintaining them. The current system is basically a bad, superficially-implemented way of ensuring that more prestigious ships aren't owned by everyone and their grandmother, and it forces those of us that have an interest in larger ships to play the big money game.

I don't want to be a credit-farming tycoon for the sake of being able to afford a ship I want while other players are kicking butt and are perfectly content with their equally capable, smaller vessels. I hate to pout, but it's just not fair.
Drop shipping, a retailing practice of sending items from a manufacturer directly to a customer
FaYa8 allows dropship orders for all registered customers. There are no additional charges.
Just order online in the same way as usual, but add a new shipping address during the checkout process.
You can have as many shipping addresses as you like listed on your FaYa8 account.
Won't my customers just go direct to FaYa8?! Fear not! The products will be sent "blind". That means FaYa8's name, address and contact details are not visible to your customer. Your customers cannot find out your wholesale dropship source.
Your repeat customers will remain loyal to you.
faya8. com/ page. html? id=27
 
The ship prices could use some reduction.


Credits earned per hour needs to grow exponentially with ship size.

Right now, the only thing that scales is trading. And trading is incredibly boring. I don't want to trade to get my big ship but I have to if I want it in a reasonable amount of time.

"Just bounty hunt and have fun! You'll get it eventually." Yea, like, next year.
 
The ship prices could use some reduction.


Credits earned per hour needs to grow exponentially with ship size.

Right now, the only thing that scales is trading. And trading is incredibly boring. I don't want to trade to get my big ship but I have to if I want it in a reasonable amount of time.

"Just bounty hunt and have fun! You'll get it eventually." Yea, like, next year.

This is how I feel about the game, as well. I'm perfectly fine with trading making more money than the other paths, but COME ON. On the route I'm currently trading, when I get my T7 I'll be able to pull 2 million per hour, 4 with my type 9... and supposedly I'm on the low-end of profitibility on trading.

It's not incredibly intuitive from a gameplay perspective that the method for getting the best PVP/PVE gear, is to do PvS (Player vs Stockmarket)
 
Agreed with OP

I agree whole-heartedly. I love to bounty hunt. My Viper is pretty well maxed out, so I'd like to get a better fighter, maybe a dropship or a Python. But it would take literally hundreds of hours to save up enough money for either of those just by bounty hunting. So I just got a Type 6 hauler and have found a really good run that I can do quickly and make 230,000 Cr per lap... But even at that price it would take me well over 200 laps to buy a pyton. 200! I don't want to do that. That sounds boring as hell. I know some people like to trade, but I don't. And I feel like I'm being forced to if I want a better ship, and I was told that I could do any play style I want. Its a little crazy that a Python costs literally 100x as much as a Viper, and I get the feeling it won't be 100x more powerful. MAYBE twice as powerful.

So yeah, I think they either need to fix the prices on the ship, or provide a way to make more money from bounty hunting, probably through missions. I've never seen more than 150,000 for an assassination mission. I'd like to see a 2 Million credit bounty for an elite anaconda or something. MAYBE then I could make as much hunting as trading.
 
Buy a cobra. Equip it for trading and exploration. Trade rares over long distances and scan everything worth scanning while going there. Take alternate routes with fuel scoop. That will at least get rid of the tedious same-route-trading.
 
Last edited:
Back
Top Bottom