Too much cash?

Hi all, Just running an idea up the flagpole - and hoping that the Developers will salute it!
Once you have been in the game for a while you cannot help but accumulate cash - lots of it - but you have nothing to spend it on! Not sure if this idea has been floated before (or sunk):
Player (or Faction)-owned Megaships. Imagine being able to own a dockable mega-ship - and set a schedule for systems to visit. Here's a few suggestions:
a. Make them hideously expensive (Tens of billions?)
b. Set the System visit schedule - then either:
(1). Make the route fixed for life; or
(2) Make them 're-progammable'.
c. Have specific types (some of which may already exist in game) - eg:
(1) Agriculture, Hi Tech or Industry ships - which could be set to visit systems without easy access (or Odyssey Settlements) with suitable commodity markets
(2) A Security Magaship which would boost the System Security while it was in-situ
(3) An AX megaship which could be deployable to Thargoid invaded/recovering systems to act as a Repair/Refuel facility and geared to buying Thargoid and Guardian parts/items. Maybe even helping to resurrect that unknown System State 'Technological Breakthrough' ?
(4) A 'Dark Market' megaship, which would place a Black Market in systems which don't have one - and also set to trade Rare goods and those with no overt purpose - like jewelry
d. Pitch the support costs at a reasonable level - and let them affect local BGS.
e. Give them a maximum time to be in-system - say, a week. Long enough to affect BGS but not so long as to radically destabilise it ( except for low-population systems maybe).
f. Restrict the amount of megaships which can be in -system at any one time. (Not that they would show, as Fleet Carriers do)
In short - something to spend surplus cash on which could spice up trading/bgs. I'm sure to have overlooked something, so I consider the blue touch-paper to have been lit and I am now retreating to an unsafe distance........
 
You will need to remove the 'influence BGS' part of your suggestion to have any chance.

There is not really a way to spend credits faster than gaining them. Yes there is.. But there also isn't... Example: exo bio and the new goid gibbin

I bought over 6 billion in outfitting for my FC and still have too much money. Maybe base building one day.
 
Buy more ships.

I think you just described a fleet carrier.
What if you have all the ships, a couple each of your favorites outfitted for different roles and several Anacondas acting as parts mules? Nevermind, I know the answer. F-Dev, give me more ships. I want combat variants of all the cruise ships, race variants of Mamba and FDL and a Panther Clipper even if it sucks.
 
What if you have all the ships, a couple each of your favorites outfitted for different roles and several Anacondas acting as parts mules? Nevermind, I know the answer. F-Dev, give me more ships. I want combat variants of all the cruise ships, race variants of Mamba and FDL and a Panther Clipper even if it sucks.
I find it funny because I currently have 16bn worth of assets excluding my fleet carrier, I still haven't owned every ship in the game and I'm still finding reasons to buy more ships for more purposes.
 
You will need to remove the 'influence BGS' part of your suggestion to have any chance.

There is not really a way to spend credits faster than gaining them. Yes there is.. But there also isn't... Example: exo bio and the new goid gibbin

I bought over 6 billion in outfitting for my FC and still have too much money. Maybe base building one day.
This one.

Realistically, the solution to "Too much cash" is "Don't @%#@%$ inject so much into the game in the first place", but I digress.

Because the economy is a busted waffle, there's two sorts of people in the game:
  • Those who have "too much cash" because they take advantage of the hideously broken cash cows the game features; and
  • Those who don't, because those broken cash cows are also horribly mundane, and there's far more interesting[1] activities which are also grossly unrewarding

... And this is the problem of "more stuff" responses to "What to do with all the cash". Take "Buying materials for credits"... currently missions are a good source of (manufactured) materials, but conversely reward poorly on the credit front compared to, say, exobio or some of the other current cash cows. But there's encouragement to do both, because you can't get that level of cash from missions, but equally, exobio won't give you the manufactured materials you can get. But turn that into a cash equation... suddenly regardless of if you want cash or materials, the only thing that makes practical sense is exobio, because the credit rewards wash out any (realistic) value of material rewards a mission could offer.... but getting OT again.

How complex this would be to implement I don't know, but if people want to influence the BGS with credits, the best path would be to have public/private "Community Goals" able to be set by squadrons (which would require a squadron wallet or similar).

Essentially, you could stand up a public (accessible to everyone) or private (accessible to only squadron members) "CG" which simply tops-up rewards on extant activities which would support the BGS. The amount topped-up could be configurable up to a hard limit, and limit the amount of funds available to participating commanders.

Some examples:
  • Squadron who supports Faction A launches a bounty CG in system X... anyone turning in bounties for Faction A in system X gets a +100% credit reward, taken from a pool of 500m ponied up by a squadron;
  • Same as above, but the +100% is for supporting trades in the system
  • As above again, but for running missions.

Maybe cap the bonus out at +300% or so, but then it's not "cash for influence", rather, you're incentivising people to support a particular cause. Don't like that cause? Put up your own CG to incentivise a counter effort... then there's a much more dynamic environment for "unaligned" players to seek out rewarding activities that they enjoy.

[1] YMMV... if seeing your credit count tick up is your definition of interesting regardless of the means of doing so, bully for you.
 
I find it funny because I currently have 16bn worth of assets excluding my fleet carrier, I still haven't owned every ship in the game and I'm still finding reasons to buy more ships for more purposes.
Well, I did exaggerate a little bit. There are some ships that are not worth keeping. I have tried them all though.
 
Ah, I remember when we had daily "Anacondas are impossible to buy!11!!11!!" threads. Good times. :sneaky:
"Seeking luxuries is OP and unbalanced!"

EDIT: Actually, I'm pretty sure I was arguing it was broken due to the perpetual Boom lock-in you could achieve... but certainly not for the credits...
 
currently missions are a good source of (manufactured) materials, but conversely reward poorly on the credit front compared to, say, exobio or some of the other current cash cows. But there's encouragement to do both, because you can't get that level of cash from missions, but equally, exobio won't give you the manufactured materials you can get. But turn that into a cash equation... suddenly regardless of if you want cash or materials, the only thing that makes practical sense is exobio, because the credit rewards wash out any (realistic) value of material rewards a mission could offer.... but getting OT again.
Hey guys, should we tell him about the new AX missions that had their credit rewards raised over 50m along with material rewards bumped up to a max of 10 grade 5s (all for doing an activity that already pays tens of millions) ? Or how they're stackable, so a single kill can contribute towards up to 20 missions?
 
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