Space Mining Simulator

Heh, yeah, I wonder how many of those proposing a re-balancing expect all other activities to be bumped up to the outlier, as opposed to the other (correct) way around.
Yeah, a lot are. Tbh, ‘balance’ has in a great many cases just become a disingenuous way of saying ‘I should be getting more credits’.

Not that’s it’s universally like that of course. Some people actually put a lot of thought and consideration into their suggestions as how to balance things.

(It’s generally a problematic thing IMHO in any regard though, as balance is a subjective thing, not objective, and at its heart ED is supposed to be dystopian anyway.)
 
Some sort of system that every month switches to a new gold rush would fit the bill,I’d imagine it would take a work of coding genius to pull of considering the history of balancing so far,but you can but hope.
I particularly enjoyed long range smuggling,that was a blast.
 
I get where your coming from but -

Because something was broken and imbalanced in the past, doesn't mean it shouldn't be fixed.

oh no doubt, and I'd prefer -some- sort of overall rebalance pass. not saying let's just keep status quo forever and not fixed.

but I'd prefer to be inclusive, and not exclusive, of those that hadn't been able to take advantage of the old economy when the 'new economy' is tweaked (if ever, just talking if hypothetically ever done)

for example, just as broad principle, we could boost all other professions to same level or at least same ballpark of mining - then gradually introduce credit sinks (fleet carrier being 1st one) where essentially the "new" median point of "average" commander expenses are a lot higher than they are now.

this would allow a) newer players to catch up or at least opportunity to do so, while b) still allowing vets who had a head start to maintain that lead - because I would definitely not want to essentially wipe out the hours veteran players have already put it.

the key, and probable reason this will never be done of course, is FD would need to put in enough new content that these additional credit sinks to rebalance the much higher earnings rate when all activities are boosted to ballpark mining rates are done.
 
Come on guys, get real. The only way to earn a Fleet carrier is to mine and anyone who says otherwise is just kidding themselves. Are you really going to spend 1k hours earning a billion or are you going to spend a few hours staring at the rocks?

The creative director of FDev should be fired for their lack of creativity coming up with this steaming pile of an idea.

Instead of writing a mining simulator, their time would have been much better spend writing better content and improving upon what little content there already is.
I think you have this misconception that Elite is a game about owning a Carrier.
Ehh... some people look at huge sandbox, open ended game like Elite, full of possibilities and all they see is the meta and all they think about is how to "finish" the game as fast as possible.
 
Eh, however they tweak the numbers to balance the various activities, as I said before, I seriously hope they do it in other ways than 'just' tweaking pay-outs and the like but take the opportunity to look at the gameplay-loops as well.

My suggestion of making hotspots hazres zones would change the meta and mining gameplay, for example, without touching the actual numbers. Other potential ways might be stuff like becoming a member of the bounty-hunter's guild, giving you access to a specialized software-package allowing you to accept and turn in bounty-hunter related missions and bounties with all contacts in a X LY radius, all from the comfort of your pilot's seat. Also comes with a cap on the total of missions you can have accepted at the same time, because logging in and out to get the missions you want is a stupid mechanic and you should have ample choice now. Would make you actually feel like a bounty hunter, smoothen out many wrinkles in the gameplay loop by giving you more play-time focused on your preferred activity while at the same time upping your total income because less downtime.

Similar stuff can be done for the other professions of course. A Trader's network giving you scoops on great deals in your area, a Mercenary black net, whatever. Make the other professions more attractive with QOL upgrades and less downtime if you commit to them. That would be my dream-fix!

As always, YMMV and all that ;-)
 
I think the problem is not that mining makes a profit, but the problem is that it's arcade, it's simple, it's simple: I Came, filled the cargo Bay with bugs and exploits, and went to sell without any problems. At the same time, all this happens in solo mode where you will be attacked by one of these baby pirates who will not even be able to remove one ring of the shield because your entire ship has been tested on G5. Of course everything is OK, it's great and it's the best thing in games)
 
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