The current crop of Cr per hr threads has got me wondering about our humble currency. It's a sci-fi staple, to be sure but what does it mean? The Credit?
As far as I can tell the term has a Latin root refering to the trust held between two people when a deal has been made but not settled. The deal places one party in debt to the other while providing extra resource for the indebted to complete their task. The debt is then settled, transferring the Credit and any extra charges back to the Creditor. The trust is dissolved and everyone's a winner.
Is this how it works in the future? Is the Credit a measure of indebtedness? If so who is generating this exponential debt across the galaxy and what are they securing it against?
Or is the Credit simply a catch all name for a currency? Does this mean that some credits are worth more than others? Could that explain why some ships are reduced cost?
Perhaps, given the constant Grind we endure in the Elite universe the Credit is simply a unit of time encapsulated into a spendable form. Maybe this would explain the rush to stamp out exploits which transform the credit = hours into credits per hours?
Are there any accountants about that could help me understand?
I like credits - they allow me to buy things. I like cheese. It fills me up. But I cannot buy cheese with my credits. And that makes me sad. Why FDev?, why? This game is SO broken...
I take it there has been an official Cheese creation CG suggestion?
A decent Combat ready Cutter is going to run you 1.4bn or so credits.
Given you already have access to it, how long (in hours) should it take to actually be able to afford to buy it and kit it?
Now divide 1.4bn by your number and you get what credits you need to make per hour to achieve it.
And then ask yourself, if that time, is value per game time per your time? ie: Is it going to take you too much of your gaming time to achieve what you suppose is the best ship in the game.
Someone is ready to tell me at this point that they like to take it slow, and still others will want to tell me they like it faster. And there-in lies the problem for FDev. Creating a system that averages the income. After creating that average, you add in little incentives that help the player along, to keep them intersted, to keep them at the point of 'I'm nearly there'.
If at any time your player feels '&**&* this I'm getting nowhere' then there are 2 scenarios; 1. The game is too grindy, and 2. The player is expecting too much.
So, how do you know which is which? By interacting with your playerbase and averaging across the various play styles.
Credits allow you to buy ships and modules etc in Ebut they don't in any way infer ability or skill. But ships and modules so not reflect skill or ability either.. So it's a conundrum based on flaws. E
is a freedom to do what you want etc, within the confines of the FDev universe.
The mistake is thinking that your method of accruing credits is the right way, or indeed, mine is the wrong way. because at the end of the day neither of us any better than the other. There is no 'Im a higher level than you' in Elite.
You can please some of the players some of the time, and sometimes please all the players at one time, but you'll never please all players all the time. Find your mean averages and go with that. if they're correct the majority of the player base will be happy.
<o
After you hit the 2 billion mark? Nothing.
Credits are useless and that is one of the better design decisions in this game.
Did you quote the wrong post? I don't see how any of what you said is relevant to what I posted, I don't disagree with most of it and neither does my post. I don't judge people's chosen credit making methods.
2bn? My cutter will run me 4/5ths of that. 20bn is where I would say it gets meaningless.