The problem is incomes.
The Vulture and FDL were balanced around trader's incomes, despite being combat ships.
However, for those of us who don't trade, the vast disparity between trading and literally every other profession in the game is so huge that I'm starting to feel like Frontier wants to force everyone to trade: and that's just bad design in a game that's supposed to be a sandbox.
Trading does need to be a profitable profession. It provides prey for pirates, which in turn supports bounty hunters, so having more traders is never a bad thing. It is also a relatively "easy" profession, in that the danger is low.
However the income disparity is astounding. Check out https://docs.google.com/spreadsheet...B4VPVVLIDJ92rrp9Rr00dxHC7Zo/edit#gid=54143565
A trader can reasonably expect to buy a new ship every few hours. Once more, when those ships are bought, the income will rise proportionally.
A bounty hunter can expect to go Sidewinder->Eagle->Viper relatively quickly. This feels good. The feedback loop is in place. The skinner box is tickling your dopamine centres.
But after that, the progression stalls. The next combat ship, the Vulture, costs 22 million.
22 million.
That's over a thousand wanted asps at a nav beacon.
Over a thousand warzone anacondas
Over ten thousand warzone eagles.
Lets assume you're Jimmy McHardcore, and all you do is sit at warzones, all day every day. Lets say you kill other vipers at 5,000 a pop. Lets assume you fly perfectly, 4 pips in weapons, using thermal weapons constantly, and that you take no damage, never have to leave and never die. Assume there's always Vipers to kill and they stay constantly in range, taking about 2 minutes to kill each one. To afford an eagle and basic outfitting would take...
Over 160 hours.
Lets put that in perspective.
If you play, say 10 hours a week of Elite (a reasonably hardcore player), then that's 16 weeks, or over 3 months.
3 months.
Let that sink in.
Now let's say Jimmy McHardcore slips up one day in his new Vulture. Luckily, he has insurance, and it will only cost him over 1 million credits.
That's another 5 hours of Viper popping. Back in his Viper as well, unless he has been able to build up a buffer of double the insurance.
Let's hope you didn't have any plans for the weekend Jimmy!
AND, in your brand shiny new vulture, you want to look up to the dizzying heights of the FDL?
Assume your Viper TTK halves to one minute. His income's doubled!!
It still takes him 260 hours, or 26 weeks, or half a damn year to afford the ship he wants.
This isn't about casual vs hardcore. This isn't about dedication or roleplay. This is about pure and simple gameplay imbalance.
Frontier, not everyone wants to trade. That doesn't mean we don't deserve content.
/drops mic
EDIT So it looks like this very issue is going to be addressed (according to the latest Dev Update). Thanks for listening to the community Frontier! (or independently coming to that conclusion by yourself)
The Vulture and FDL were balanced around trader's incomes, despite being combat ships.
However, for those of us who don't trade, the vast disparity between trading and literally every other profession in the game is so huge that I'm starting to feel like Frontier wants to force everyone to trade: and that's just bad design in a game that's supposed to be a sandbox.
Trading does need to be a profitable profession. It provides prey for pirates, which in turn supports bounty hunters, so having more traders is never a bad thing. It is also a relatively "easy" profession, in that the danger is low.
However the income disparity is astounding. Check out https://docs.google.com/spreadsheet...B4VPVVLIDJ92rrp9Rr00dxHC7Zo/edit#gid=54143565
A trader can reasonably expect to buy a new ship every few hours. Once more, when those ships are bought, the income will rise proportionally.
A bounty hunter can expect to go Sidewinder->Eagle->Viper relatively quickly. This feels good. The feedback loop is in place. The skinner box is tickling your dopamine centres.
But after that, the progression stalls. The next combat ship, the Vulture, costs 22 million.
22 million.
That's over a thousand wanted asps at a nav beacon.
Over a thousand warzone anacondas
Over ten thousand warzone eagles.
Lets assume you're Jimmy McHardcore, and all you do is sit at warzones, all day every day. Lets say you kill other vipers at 5,000 a pop. Lets assume you fly perfectly, 4 pips in weapons, using thermal weapons constantly, and that you take no damage, never have to leave and never die. Assume there's always Vipers to kill and they stay constantly in range, taking about 2 minutes to kill each one. To afford an eagle and basic outfitting would take...
Over 160 hours.
Lets put that in perspective.
If you play, say 10 hours a week of Elite (a reasonably hardcore player), then that's 16 weeks, or over 3 months.
3 months.
Let that sink in.
Now let's say Jimmy McHardcore slips up one day in his new Vulture. Luckily, he has insurance, and it will only cost him over 1 million credits.
That's another 5 hours of Viper popping. Back in his Viper as well, unless he has been able to build up a buffer of double the insurance.
Let's hope you didn't have any plans for the weekend Jimmy!
AND, in your brand shiny new vulture, you want to look up to the dizzying heights of the FDL?
Assume your Viper TTK halves to one minute. His income's doubled!!
It still takes him 260 hours, or 26 weeks, or half a damn year to afford the ship he wants.
This isn't about casual vs hardcore. This isn't about dedication or roleplay. This is about pure and simple gameplay imbalance.
Frontier, not everyone wants to trade. That doesn't mean we don't deserve content.
/drops mic
EDIT So it looks like this very issue is going to be addressed (according to the latest Dev Update). Thanks for listening to the community Frontier! (or independently coming to that conclusion by yourself)
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