What is everyones ideal credits per hour rate?

Think of it more this way:
Seeing how the past has affected the player group & wealth, I'm supporting what should be avoided in the future.

Think of it this way:
The galaxy went through a massive money boom for the last 2 years roughly (with the introduction of core mining and other fun stuff). Those who seized the opportunity at the time, got rich. Some more, some less.
I've been playing almost since day one, and I made my first fortune by hauling gold from a refinery to a high tech place. Making money was hard. If you've been around at that time, you know what I'm referring to. That feeling when you could finally afford a bigger ship to haul a bit more, to make more money in the process. Getting that T-6 was one of my biggest highlights in game. Not sure about any other player, but my guess is, most players wouldn't touch the T6 with a 6ft pole these days. Reason being: you save up for a bit longer and try to get that Asp or the Python.
If the Cr/h is too high, most ships would get skipped.

Example: My son started playing. I dropped a few LTDs back in the days when they were worth 1.6m a pop for him, his Sidewinder got upgraded to an AspX. We went mining for an hour, he sold his newly mined LTDs and upgraded straight to a Python and still has 550m sitting in cash. Never flown any other ship in the game. He could afford it, but why would he? He is now in one of the best allrounders in the game.

And there are many people here happy to drop some goodies for a new player, experiencing the same skip.
Whoa whoa WHOA! That quote you made was not from me. Please do not attribute that quote to me. I would never discount the opinion of another player just because they have a lot of money in the game. I must admit though, you had me confused enough to go back and recheck my posts in this thread twice. This is the first time I've ever seen this kind of miss-attribution. Those lines you quoted were not made by me. They were made by CMDR Xerix.
 
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Another non-landable planet is not content.
What, exactly, is an non-landable planet?

First and foremost, it's a large collection of mass squished in a small volume of space. As such, it can drastically affect Supercruise performance. You need to give it a wide birth if you want to go fast, you can use it to slow your ship drastically at your destination, and you can use it to trap (or evade) other players during interdiction attempts.

Second, it's a visual asset, and despite this game being 99.9% procedurally generated, many of them are simply stunning. Especially when orbital mechanics (also procedurally generated) combine to create something of ephemeral beauty.

Finally... it's something you can scan for credits. Way too much credits these days, like everything else, but credits non-the-less. There's simply no reason to do your exploring in a Hauler when the wear and tear of a much larger ship is basically a rounding error when you sell your data.

In short, planets are content. They're just not content you're interested in.
 
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So it seems that a recent post guessing at a more classical figure was a bit naive. It might be interesting to provide frontier with some feedback on what the credits per hour value honestly makes people happy. Avoid right or wrong but just be honest.

Stuff to think about:

  • Current saves and balances don't matter, this is only for new players and new saves. Anyone who has tried to make credits is more rich than they have uses for now. Couldn't even give the stuff away.
  • Reference your best experiences whatever they may be, and also what you would personally like.

More radically:
  • Should credits just be removed?
  • If engineering didn't exist, would you be okay with progressing on ships rather than power? Just not both.
  • Are people just concerned with credits because of gold rush dope, ie, playing a game because the community is excited about a new way to earn money surf the wave of hype, and because there is zero real world need for credits, the game itself becomes chasing credits, and there always needs to be an ever increasing rush, because its only about the rush.

Speaking of ships:
  • Would you happy if you just got one of every ship and free rebuy on every save? Unlimited ships.
  • Is doing something token still interesting, maybe story based to experience getting it instead? Sounds okay to me.
  • For anyone who doesn't want them for free, how much time do you think its fair to earn each ship?
  • Many issues raised often reference a specific ship, the Anaconda. If the anaconda was bulk produced on a special pilots federation grant for 1 million each, does this change the dynamic of the problem? Maybe it would.....

So what's everyones favourite credits per hour? Example options.
  • 20 million per hour.
  • 60 million per hour.
  • 100-150 million per hour.
  • 200-250 million per hour.
  • 300-500 million per hour or more?

Me? I think its one or the other.. either mandatory ship progression both horizontally and vertically throughout the tiers is reinstalled (20 million per hour). From playing this for 6 months plus, maybe longer, the progression experience was great. I think i had bought horizons even, but decided i wasn't ready for it and didn't bother engineering anything apart from the fsd. Only started engineering properly when i was ready, and yeah i still love elite.

If that is not possible, then yeh the sky is the limit. Might as well play credit rush, as obviously they're not needed by anyone for gameplay.

While grinding for my second character, after staring at the mission board for too long i think it seemed like sanity just to chop off the the last 6 digits of the numbers and round the minimum mission payments up to 1. Real world countries where the currency has inflated like that typically have negative associations.
Having all the ships fully engineered for their own particular purposes that I want. Which includes two Cutter's, two Vette's and two Python's and one Conda. In addition to a half dozen billion cr's. I don't pay any attention to the rewards any mission is comprised of. Personally I belong to an org called the AEDC, and though I don't ever get involved in their politics, I am a grunt and choose from the various missions they have in which supposedly assist them in there assisting the Alliance.
 
What, exactly, is an non-landable planet?

First and foremost, it's a large collection of mass squished in a small volume of space. As such, it can drastically affect Supercruise performance. You need to give it a wide birth if you want to go fast, you can use it to slow your ship drastically at your destination, and you can use it to trap (or evade) other players during interdiction attempts.

Second, it's a visual asset, and despite this game being 99.9% procedurally generated, many of them are simply stunning. Especially when orbital mechanics (also procedurally generated) combine to create something of ephemeral beauty.

Finally... it's something you can scan for credits. Way too much credits these days, like everything else, but credits non-the-less. There's simply no reason to do your exploring in a Hauler when the wear and tear of a much larger ship is basically a rounding error when you sell your data.

In short, planets are content. They're just not content you're interested in.
Just another stellar body - IMHO - is not something I would consider content.
If you place something on it, like ruins of a civilisation that didn't make it to space and went extinct and we can explore that - on foot or in an SRV - That is content.

I'm glad though that the various colours of the planets bring you pleasure. To me they just don't do it. I do enjoy the space golf for exploration though.
I've done my fair share of scanning planets, in honking the old way, radio button simulation the new way, got a few with my name on it out there, but I've done enough to realise that exploring just isn't for me. Mainly because of the above mentioned reasons. Some geysirs, different coloured planets, all nice and well, but I leave that for others to enjoy.

My preferred ship for exploration is still the AspX or Conda, depends what I feel like.
 
Give everyone everything and no rewards for any activity.
When you can answer carefully why this is not acceptable, then you can have a reasoned debated about the credit rate.
And, as a secondary aspect, why certain activities should pay more than others e.g. people often focus on skill and risk (whatever that means in the context of the game and player base) to justify their preference.
Of course, the answer also depends on your perspective, business or player etc etc
Here is a broadly equivalent question: how long should the piece of string be.
(No offence is intended here.).
 
setting aside every aspect and feature, (intended or not) in this game, but cr/hr and ship/module cost...

10-15mill/hr.

That won't happen, so say >50mill/hr and increase ship/module prices by 100% and repair/rearm/refuel by 250%.

My 3 cents. I expect to get my head chopped off in public


MDH
 
I tend to measure my gaming activities by satisfaction/hr. I've found out that measuring "efficiency" in a game, makes it oppressive, and thus toxic for me.
As long as an activity gives me pleasure and is not STUPIDLY imbalanced, making any progression impossible, I'm ok with it.
That is why I chose not to mine in order to buy a FC much sooner, and stuck with the activities that I liked the most (making it known in the forums though, that a rebalance was well overdue).
Fortunately FDev responded to the outcry and saved my bacon, and now I'm happy that my newly acquired FC was mostly funded by the activities I always liked.
 
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