The credits per hour and the 'end game'

Actually in my opinion the game STARTS when you stop worrying about money. Engineering a fleet is a huge task. (bigger now that the engineers slurp up a million materials a module.) Flying around, doing what you LIKE doing is REALLY FUN, vs. trying to have fun and realizing you should be busy making money instead.

I have four Anacondas, two cutters, and a corvette. I get to fly around and play the way I want to now because it's nice to make money, but not critical moment to moment. Trust me, the game isn't about money, it gets better when money gets out of your way and stops you from being able to play around with ship builds and fly the way you want.

Yeah - but for what exactly do you need highly engineered ships? Jump range is the only valid factor in my point, maybe also PvP. But that´s it - you have no advantage against the AI in an engineered ship and you have almost no advantage in hauling goods or exploration.
 
There's no persistence to events or player actions, no purpose to having done anything, no reason to play with the sand in the sand box

Are you ready to have your mind blown? Are you sitting down? Here it comes: I have personally, all by myself, flipped a half dozen systems from independent or federal to empire. You have probably been to one of "my" systems, or at least scrolled past it on the galaxy map. It was a blue system because of me. I made it that way.

"There's no persistence to events or player actions" - wrong. I just pointed to an example of one.

"no purpose to having done anything" - it's a video game. The only purpose it will ever have is what you imagine it to have. If you want a real purpose for your life, then stop playing video games and go volunteer at a soup kitchen.

"no reason to play with the sand in the sand box" - the only legitimate reason is that it's fun. That's all a video game can ever give you. If you're not having fun, then stop wasting your time with it and get another hobby.
 
It's because there's no reason to care about anything happening in the game world, there's only earning credits for the sake of earning them. People grind out their credits and then say, "okay, where's the game now?" only to realize that collecting credits IS the game. That's why people get so upset about it.

You choose one of the handful of methods of obtaining money and just do it until you get bored. Player actions don't really exist in any kind of tangible context. There's no persistence or greater purpose to anything the player does, none of it feels like it makes any difference to anything in the game world.

And before you say "I want to save the galaxy," no, I don't. I just want the things I do to matter to something other than my credit balance. Take a look at this old dev diary:

https://www.youtube.com/watch?v=5uKD1ap5hsI

Notice how nothing remotely like this exists in the game. There's no persistence to events or player actions, no purpose to having done anything, no reason to play with the sand in the sand box, and no incentive to get personally invested in anything "going on" in the game world. There's only choosing your preferred method of obtaining credits and repeating it until you get bored of doing the same thing over and over for no reason.

That's why people complain about the "grind," because there is no point to anything except earning credits. There literally is only the grind, and just because you're grinding slowly and inefficiently, it doesn't mean you're not grinding, too.

Really? Nothing we do means anything? So I guess those times when I brought in massive amounts of food and then the next day, there was no famine in that system (where there was before) were just coincidences. Or the time when I brought in massive amounts of basic medicines and the same thing happened with the outbreak that had been there. Or how about the time I was bringing palladium to this place and the prices started to drop? That was just a coincidence too? That's a lot of coincidences. I'm not saying it was just me. But it is very possible that it ended a bit earlier than if I had done nothing. And it's possible the price of Palladium dropped a bit sooner than it would otherwise without my actions. So your statement that nothing remotely like this existing in the game is fallacious (in error). It sounds to me like you haven't actually tried to help with an outbreak or famine relief, even for a profit. And I made great profits on those foods and medicines I brought in. In fact, that's all I do concerning trade anymore. Because that's what pays the best.

Quick follow-up response:

Here's one site's definition of an arcade game: https://www.techopedia.com/definition/1903/arcade-game

PC- or console games are sometimes referred to as arcade games if they share the same qualities as real arcade games such as the following:
  • Intuitive and simple controls with simple physics
  • Short levels which become increasingly difficult as the game progresses
  • A focus on gameplay rather than on content or story

Elite definitely meets the arcade description description based on #1 (gameplay, push button fly/shoot) and #3 (no story, limited gameplay content). It's missing #2 short levels - maybe they'll come after Beyond? Start by expanding the buggy base-racing we have today. :D



Here's another from our friends at Wiki: https://en.wikipedia.org/wiki/Arcade_game

The focus of arcade action games is on the user's reflexes, and the games usually feature very little puzzle-solving, complex thinking, or strategy skills. Games with complex thinking are called strategy video games or puzzle video games.


No one can say Elite is based around puzzle solving, complex thinking or strategy skills. Elite today is about user reflexes - PvP / PvE combat - which is what the dev's spend the majority of their time working on. Look at this beta with PvP/combat focused changes and pretty textures for roids. Even a new combat oriented ship. And the GUI changes themselves seem to be more for improving the console experience.

It's essentially an arcade game by definition. Not sure why folks would be upset with saying that. Does it mean something negative to say you like arcade games?



Back OT: the credits/hour has never been balanced. Right from release the income and expenses have been changed to extremes over and over, and here we are in year four with the same problem. It's pretty obvious when many players flock to a current high credit making opportunity, and say they are having fun with the higher reward, that something is severely wrong with the game. Smeaton could have been fixed with a simple adjustment to larger passenger quantities which would have limited the higher rewards to bigger ships balancing their risk/reward use.

I'm not upset with you saying it's an arcade game. I just don't agree. I do agree it's somewhat arcady in the flight model, but not that much. About the only ardady thing in the flight model I've seen is the speed limit (I'm referring to maximum ship speed, not the 100mps imposed by stations) Aircrafts can't be all that intuitive. There's a lot of things you have to do to keep a craft aloft in an atmosphere with gravity. And quite a few things that can crash you if you do them wrong. In a space craft, you basically have to just keep the craft on the course you want it on unless you go into combat and combat is far from intuitive. And even then, until you get the hang of it, it's going to seem daunting because you have so many controls. Sure, we all know what that big forward and backward lever does. We all know what that handle sticking straight up with 4 or 5 buttons on it does. But then you have landing gear, hard points, silent running, chaff*, shield cell banks*, lateral thrusters, ventral thrusters (up and down), cargo scoop, dump all cargo**, ECM*, heatsinks*, yaw, toggle flight assist, Hyperspace, supercruise, etc. This game has a lot of controls. It can be daunting and intimidating and there is nothing intuitive about the cargo scoop being located on the home button (or wherever else it is located). Just as there's nothing intuitive about silent running being bound to the delete key (unless you're thinking that if you press it and leave it alone it will delete [blow up] your ship).

*If equipped
**If bound to a key
 
Really? Nothing we do means anything? So I guess those times when I brought in massive amounts of food and then the next day, there was no famine in that system (where there was before) were just coincidences.

The people you're arguing with have no imagination. They focus on credits because it's the only thing they can see. They literally don't even notice if they're transporting food or slaves. It's just cargo. All they notice is how much the job pays ...oh, and how far the destination station is from the star, because they'll whine if it's more than 10,000 ls.
 
Much of this thread excuses Frontier's poor design for new and casual players as a "feature" for having fun. Here is the reality.

No game disrespects your time more than Elite. If you are a casual player, this creates a huge challenge mid-game, made even more difficult by ongoing nerfs to the credits necessary to buy, outfit, insure, and replace third-tier ships. This can make it very difficult for casual players to move beyond second tier ships. You are more or less a second class citizens in Frontier’s eyes.

If you are hardcore, you can get through the time, credit, and reputation gating. If you are a casual there is a strategy to deal with this.

First the learning curve is steep, so be patient with yourself.

Second, focus on working up to the best second tier ships you can. These do much of what the third tier ships do. Focus on working up to an AspX (for transport and exploration), a Python (for trading and mining), and an FDL (for combat). If the beta version of the T9 comes to fruition, that will be best for trading. In addition, engineer your ships. Engineering in Elite is a form of crafting that allows you to improve your ships components. Once engineered, these ships miss out on very little.

This does not mean you’ll never get a third tier ship (e.g. Anaconda, Cutter, Corvette), but unless you focus on credits from the get-go, it will take a very long time.

Third, get outside the starter bubble and avoid Open. Elite has an ongoing problem with griefers. Frontier may address this issue through a karma mechanic slated for a future update. For now, new pilots should never log into Open until they are well outside the starter system and its bubble. If you enjoy meeting other pilots, you should also join the private group Mobius straight away. Mobius is the largest pve group in Elite and one that rivals the size of Open.

Fourth, avoid pvp for now. I love pvp. But in Elite, combat is an expensive time and credit sink even for the hard-core. If you do pvp as a casual player, be prepared to see your credit reserves dwindle rapidly.

Fifth, join one of the great wings out there. Mobius (a wing as well as a private group) is one and is located in the Azrael system. AEDC is another and found in Wolf 406. You can find a list of wings on INARA. There is strength and wisdom in numbers. They will help you thrive.

Sixth, grab credit and reputation making opportunities whenever they arise. The mission system is one of Frontier’s most poorly designed and implemented mechanic. It neither generates enough missions nor offers adequate rewards. Yet because it was poorly designed, it routinely produces unexpected opportunities. Frontier eventually nerfs these, but in the meantime they can be lucrative.

In the past rare-trading, smuggling, long-distance transport, skimmer, combat zone, and passenger missions are some of the examples that fit this bill. All have been nerfed into the ground. As of this writing, there is no credit meta to help you bypass Frontier’s gating. But keep an eye on the official forum and reddit for these to (hopefully) turn up.

For all missions, mode switching between Open, Solo, and a Private group helps you stack multiple missions for efficiency sake. Don’t grind until your eyes bleed. But do look for ways to be efficient with your time.

Seventh, Frontier left out the info and social tools needed in Elite. So third parties developed a wealth of tools you cannot do without. Visit Elite Dangerous Codex for a comprehensive list of all the amazing tools out there. Of special note is EDDB, ED MarketConnector, INARA, Coriolis, EDBearing, and Wavescanner. Search on the web, the forums, reddit, and youtube.

In all of this, remember that there is no endgame. Elite was envisioned as a virtual world in space (a cosmos) which fuses gaming with simulation elements. So you won't find tight narrative mission arcs guiding you to the conclusion or win, as there is none.

Good speed.

I play the game since gamma, and I have to say, this is probably the best guide or advice for Elite Dangerous I've read. I couldn't summarize this better.
Rep.

Fully agree with every point you made. I came to the same conclusions from playing the game for a long time learning form my own mistakes in the past.
I was really against board flipping or using credits exploits for a long time, scraping by with minimum credits for over 2 years, afraid it would break my game and ruin the fun if I'd take part in such activities. What a fool I was.
Then made a billion with pax missions. You know what I realized? I actually had fun doing 40 mins pax missions to Medb.

Now I have more fun than ever playing the game. More ships = more to do.
 
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Much of this thread excuses Frontier's poor design for new and casual players as a "feature" for having fun. Here is the reality.

No game disrespects your time more than Elite. If you are a casual player, this creates a huge challenge mid-game, made even more difficult by ongoing nerfs to the credits necessary to buy, outfit, insure, and replace third-tier ships. This can make it very difficult for casual players to move beyond second tier ships. You are more or less a second class citizens in Frontier’s eyes.

If you are hardcore, you can get through the time, credit, and reputation gating. If you are a casual there is a strategy to deal with this.

First the learning curve is steep, so be patient with yourself.

Second, focus on working up to the best second tier ships you can. These do much of what the third tier ships do. Focus on working up to an AspX (for transport and exploration), a Python (for trading and mining), and an FDL (for combat). If the beta version of the T9 comes to fruition, that will be best for trading. In addition, engineer your ships. Engineering in Elite is a form of crafting that allows you to improve your ships components. Once engineered, these ships miss out on very little.

This does not mean you’ll never get a third tier ship (e.g. Anaconda, Cutter, Corvette), but unless you focus on credits from the get-go, it will take a very long time.

Third, get outside the starter bubble and avoid Open. Elite has an ongoing problem with griefers. Frontier may address this issue through a karma mechanic slated for a future update. For now, new pilots should never log into Open until they are well outside the starter system and its bubble. If you enjoy meeting other pilots, you should also join the private group Mobius straight away. Mobius is the largest pve group in Elite and one that rivals the size of Open.

Fourth, avoid pvp for now. I love pvp. But in Elite, combat is an expensive time and credit sink even for the hard-core. If you do pvp as a casual player, be prepared to see your credit reserves dwindle rapidly.

Fifth, join one of the great wings out there. Mobius (a wing as well as a private group) is one and is located in the Azrael system. AEDC is another and found in Wolf 406. You can find a list of wings on INARA. There is strength and wisdom in numbers. They will help you thrive.

Sixth, grab credit and reputation making opportunities whenever they arise. The mission system is one of Frontier’s most poorly designed and implemented mechanic. It neither generates enough missions nor offers adequate rewards. Yet because it was poorly designed, it routinely produces unexpected opportunities. Frontier eventually nerfs these, but in the meantime they can be lucrative.

In the past rare-trading, smuggling, long-distance transport, skimmer, combat zone, and passenger missions are some of the examples that fit this bill. All have been nerfed into the ground. As of this writing, there is no credit meta to help you bypass Frontier’s gating. But keep an eye on the official forum and reddit for these to (hopefully) turn up.

For all missions, mode switching between Open, Solo, and a Private group helps you stack multiple missions for efficiency sake. Don’t grind until your eyes bleed. But do look for ways to be efficient with your time.

Seventh, Frontier left out the info and social tools needed in Elite. So third parties developed a wealth of tools you cannot do without. Visit Elite Dangerous Codex for a comprehensive list of all the amazing tools out there. Of special note is EDDB, ED MarketConnector, INARA, Coriolis, EDBearing, and Wavescanner. Search on the web, the forums, reddit, and youtube.

In all of this, remember that there is no endgame. Elite was envisioned as a virtual world in space (a cosmos) which fuses gaming with simulation elements. So you won't find tight narrative mission arcs guiding you to the conclusion or win, as there is none.

Good speed.

Exceptional advice, couldn't sum it up any better. I can confirm it works too. Repped, Sir.

I play the game since gamma, and I have to say, this is probably the best guide or advice for Elite Dangerous I've read. I couldn't summarize this better.
Rep.

Fully agree with every point you made. I came to the same conclusions from playing the game for a long time learning form my own mistakes in the past.
I was really against board flipping or using credits exploits for a long time, scraping by with minimum credits for over 2 years, afraid it would break my game and ruin the fun if I'd take part in such activities. What a fool I was.
Then made a billion with pax missions. You know what I realized? I actually had fun doing 40 mins pax missions to Medb.

Now I have more fun than ever playing the game. More ships = more to do.

All of this too!
 
There's an end game?

I think the term "end game", in ED's case, refers to the point where there's nothing else to "chase" rather than suggesting the game is "finished".

The Anaconda, Corvette and Cutter might be considered "end game" ships simply cos once you've got them there's no further rungs of the ladder to climb.
 
Much of this thread excuses Frontier's poor design for new and casual players as a "feature" for having fun. Here is the reality.

No game disrespects your time more than Elite. If you are a casual player, this creates a huge challenge mid-game, made even more difficult by ongoing nerfs to the credits necessary to buy, outfit, insure, and replace third-tier ships. This can make it very difficult for casual players to move beyond second tier ships. You are more or less a second class citizens in Frontier’s eyes.

I agree with a lot you said in this post, but Elite Dangerous doesn't disrespect the player's time any more than most games. It simply gives you reasons to keep playing other than a love of spaceflight. It gives you more goal options than most games. Most player career games require quite a bit of time to develop your character where you can take on the BIG BOSS or buy the best ship or accomplish the goal you've set for yourself. Elite Dangerous however, while it doesn't have boss battles, has many, many more goals you can set for yourself. It takes time to purchase and upgrade your ship so you can accomplish those goals. And it should. If it didn't it would be too easy and people would get bored, and therefore be done, in 10 or 20 or 30 hours of playing.
 
I agree with a lot you said in this post, but Elite Dangerous doesn't disrespect the player's time any more than most games. It simply gives you reasons to keep playing other than a love of spaceflight. It gives you more goal options than most games. Most player career games require quite a bit of time to develop your character where you can take on the BIG BOSS or buy the best ship or accomplish the goal you've set for yourself. Elite Dangerous however, while it doesn't have boss battles, has many, many more goals you can set for yourself. It takes time to purchase and upgrade your ship so you can accomplish those goals. And it should. If it didn't it would be too easy and people would get bored, and therefore be done, in 10 or 20 or 30 hours of playing.

I believe the opposite.

ED disrespects players time in ways that have been left back in the 1980's by other games. Spaceflight is sometimes the single thing that keeps me going when knocking down the grind-locks that I require to pass, in order to unlock shiny things.

Or indeed the grind-locks that are vital to unlock regardless of any progression at all.

It certainly has something for everyone.
 
I believe the opposite.

ED disrespects players time in ways that have been left back in the 1980's by other games. Spaceflight is sometimes the single thing that keeps me going when knocking down the grind-locks that I require to pass, in order to unlock shiny things.

Or indeed the grind-locks that are vital to unlock regardless of any progression at all.

It certainly has something for everyone.

I just enjoy the journey. I'll get that ship I want. Might take some time. But I'll get it. I won't spoil it by doing something repetitive over and over and over being bored to tears while I'm doing it. But if you want to, hey, get it. What you call disrespecting a player's time I call an experience. So let's just say, it disrespects your time. It doesn't disrespect mine. There's a lot of opinion here. So I'll just say, This is my opinion. Your opinion differs. That doesn't mean yours is wrong, but it doesn't mean mine is wrong either. My only concern is people make these sweeping statements like they like they are facts when they aren't. And because they are represented as facts, some people, probably quite a few, won't purchase Elite Dangerous and miss out on something extraordinarily special.

Saying Elite Dangerous disrespects a player's time is an opinion.
Saying you have to be an Ensign in the Federal naval reserve to purchase a Gunship is a fact.
Saying you must grind to get a Beluga is an opinion. I didn't grind and I got one (sold it later for another ship, but I did purchase that Beluga).
Saying the Beluga costs 84.5 million credits is a fact.

If it must be done or costs a certain amount or has happened, it is a fact. If it is the way you feel, it is an opinion.

I did the grind for 6 weeks to purchase an Anaconda: Fact.
The only way you can get an Anaconda is to grind: Opinion.
 
Lol "arcade game".

If Elite was released in the arcades, the best players would need to change up a good £50 note into coins just to get into a mid range ship. The average player would sink that in just learning to dock.

Just because the level of simulation didn't meet a certain level of ultra complexity required for one subjective view point doesn't mean it's boolean arcade = true.

There's arguing and then there's arguing.
 
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No. The players pirate and cause a menace. No one says the station has to close their commodity market. Well, no one but Frontier Developments. And it is totally unrealistic. They close their commodity market during an appeal for goods to try to stop the piracy. But guess what? They are just playing into those miscreants' hands. I could see them closing everything else except contacts, refueling and the storage department of the shipyard. I could even see them closing the transfer department of the shipyard. But NOT the commodity market when an appeal for goods is underway.
I agree that the effects of lockdown are unrealistic. They are also far too easy to achieve. So what we get is that the bottom-feeders in the game know the quickest way to cause disruption to the most players.

But it's murder, not piracy that causes lockdown. Hopefully, the new C&P will make this much harder to achieve.
 
For me, end-game is a state one reaches where they feel they can get on with doing stuff they enjoy, with equipment they want, and enjoy using.

For me, in lieu of co-operative group missions, end-game is trading fromage à la carte in an unshielded cutter in solo. BUT, when my OCD starts to fade enough to tear me away from cr / hour, I will absolutely indulge my ultimate end-game aspiration : PvE group missions :)
 
This is my opinion. Your opinion differs. That doesn't mean yours is wrong, but it doesn't mean mine is wrong either.

Indeed, it is a fact we have different opinions. In all probability based on differing ideologies on how to go about most things.

My point is that, whilst opinion, I find it curious that the current ideology is being applied to a game. It would be more at home in an organisation that requires the workforce to perform endless simple tasks in order to receive minimum wage.
 
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Actually in my opinion the game STARTS when you stop worrying about money. Engineering a fleet is a huge task. (bigger now that the engineers slurp up a million materials a module.) Flying around, doing what you LIKE doing is REALLY FUN, vs. trying to have fun and realizing you should be busy making money instead.

I have four Anacondas, two cutters, and a corvette. I get to fly around and play the way I want to now because it's nice to make money, but not critical moment to moment. Trust me, the game isn't about money, it gets better when money gets out of your way and stops you from being able to play around with ship builds and fly the way you want.

Agreed.
 
Indeed, it is a fact we have different opinions. In all probability based on differing ideologies on how to go about most things.

My point is that, whilst opinion, I find it curious that the current ideology is being applied to a game. It would be more at home in an organisation that requires the workforce to perform endless simple tasks in order to receive minimum wage.

Except that that example isn't a very good one. Where you have a workforce that performs endless simple tasks in order to receive minimum wage, there is no way that they can ever hope to get rich and make more money, nor see anything except the inside of their factory. No so in Elite. You start out in a Sidewinder hauling 4 or 6 tons at a shot. Then after you have some money earned, you move to a hauler and can carry 16 to 18 at a shot. After a a while of earning money, you have enough for a cobra where you can haul 3 times (or a bit more) the hauler's capacity. All the while, you are getting to see different planets, starscapes, stations etc while doing fun things like docking, maneuvering a spacecraft etc.
 
Except that that example isn't a very good one. Where you have a workforce that performs endless simple tasks in order to receive minimum wage, there is no way that they can ever hope to get rich and make more money, nor see anything except the inside of their factory. No so in Elite. You start out in a Sidewinder hauling 4 or 6 tons at a shot. Then after you have some money earned, you move to a hauler and can carry 16 to 18 at a shot. After a a while of earning money, you have enough for a cobra where you can haul 3 times (or a bit more) the hauler's capacity. All the while, you are getting to see different planets, starscapes, stations etc while doing fun things like docking, maneuvering a spacecraft etc.

Well.

Good job it's only a game then.
 
Agreed. The thing I've noticed about this game is that some of the players are so overly vocal about how the game should be played and telling other people how to play or what they need to do and how they play the game wrong.

Well these people need to calm down and realize that this is an open ended game with no story driven direction or even rules or even slight guidance from FD what to do.
It is your game to play as you like and want.
And make your own story within the galaxy.
If you want to start the game and go through the ship progression how you think it should be and spend 20 years playing the game and never care about money. Do it quietly and dont tell other people they are playing wrong.
If you want to do pvp and thats all. Do it quietly and dont tell other people they are playing wrong.
If you want to gather 100 000 000 000 cr and own everyship do it quietly and dont tell other people they are playing wrong.
This is your game. Play it how you want because its NOT a single player story driven linear game even FD dont tell you how to play it. They just react to the loudest and adjust things. The thing is if there is money farms in elite you dont have to use it and you shouldn't get upset that other people use it because guess what it doesnt effect your game the way you want to play. Just play it and stop telling other people how to play or want FD to change things so other people dont play it the way you dont like.

If there was a point to this game it would have a story driven campaign and guidance of what FD wanted you to do.
Peace out

I couldn’t agree with this post more. I could see if this game had a sub and someone was paying each month for a year before they grinded up the ship if there dreams. I also think of it like getting mad that you paid for CBS All Access and waited to watch Star Trek Discovery each week. Then getting mad at the person that waits until the end of the season, signed up, binge watches it, then cancels.
It would be better if they made the economy react to the increased available seats from station A to B. More seats than passengers, prices fall. Even with that, the distance travelled should come into play like in an actual economy. Smeaton Orbital could make a killing on up charging for fuel. Anyone living in the US knows about the fine print at the bottom of commercials about the increased prices for Alaska and Hawaii. I hear everything is sold at a premium in those states. If you build your space station out in the middle of now where, you’re going to have to make it worth someone’s time to come to you.
Players need a way to pick up some quick cash. Why not do this with the community goals? I flew out to Pleiades Sector HR-W d1-41 to see a damaged space station for myself. Took one look at how much passenger missions paid then EDDB for trading profits. Why isn’t the controlling faction paying out more to get help faster? Or, why doesn’t another faction or galactic power using this has a reason to take control of the system? Again, paying a premium for help.
 
Now, about the End Game. People ask, "What's your end game ship? I guess I'm at the end game then, cause for me, the Python is the end game ship. And I still play and will continue to play. I purely love the Python. Yeah, it's got a thin skin. No, the jump range isn't the greatest. But in the right hands it maneuvers very well and is a joy to fly. But no matter what ship is your end game ship, once you get it, play the game and enjoy it. They say play your way? Well, if you have your end game ship, you can play your way. But (and here's the most important part) have fun. That's the whole point of this exercise

Your approach doesn't work if you want to fly the largest ships and if you want to do PvP.

To properly outfit the largest ships you need a) go through an insane reputation grind an b) obtain literally billions of credits to afford the modules. If you were playing casually, without focusing on either reputation nor credits, it would take you literally YEARS to get those ships, without exaggeration. Now, you don't have to go for those ships, sure. But some people love large ships specifically. For them this is the endgame.

And when it comes to PvP your build has to be super tight, engineered to very particular requirements and lots and lots of credits to spare for rebuys. This all amounts to hundreds of millions outfitting and maintaining something as simple as Federal Assault Ship, let alone anything larger. Engineering takes MONTHS, even if you play for six hours a day. I am 800 hours in the game and I am yet to unlock all engineers.

So, yes. Credits per hour and efficiency in general is very important in this game, because the numbers are very high for certain aspects of the game. And it makes it feel like a massive grind with little reward at the end of it.
 
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