What is everyones ideal credits per hour rate?

The amount per hour is however much you can earn while thinking about buying a fleet carrier and not wanting to turn the game off.

To clarify, I used to crack cores open while thinking about buying a fleet carrier, and the concept of collecting 4000 more units of void opals made me want to turn the game off. So basically the ideal number is higher than that. The problem is there are people that have no problem working 12+ hours a day in a videogame, and it makes things harder for normal people.
 
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I don't even know anymore.

ED started its life when credits were much harder to come by, but credit inflation over the years has left parts of the game really struggling to catch up.

The power play 50m weekly bonus used to look like a staggering amount of credits when I first got into the game. This can now be made in an hour or two...so why wait a week and spend your time working for a power, not for the credits.

And it's not unusual to already be flying a Python or Krait before you unlock a Dropship or FAS, it somewhat lessens the pleasure of ranking up (if that were possible) when all you're unlocking is downgrades.

With credit inflation the game feels like it's going through a prolonged identity crisis. On the one side you've still got all the games initial makings of an enormous space career game that's played for weeks as you upgrade, trade, fight, explore, engineer...................on the other side we're now fast approaching arcade style ship progression due to increased earnings. And each side is incompatible with the other in my opinion.

So it's basically a mess.

ED has always been criticised and in some cases praised for being 'a mile wide and an inch deep'.

I think the problem now is that FD just keep pouring credits into the inch......leaving us in a game where you can still continue to think and plan and learn all you want but it's basically pointless because your purse can quickly be filled regardless.

If FD's aim in all this is to create a faster progression and appeal to a wider audience then they should just stop beating around the bush...

  • Let us engineer our ships freely in outfitting without hours unlocking engineers
  • Let the credits scale up based purely on our Pilots Federation rank in trade/combat/exploration so we can pick a path (no plinking an Anaconda once in your Sidewinder and earning 1m credits), systems worth more based on exploration 'experience'...etc...
  • Force us to pick Fed OR Empire, then go to war!
  • Unlock the rank locked ships
  • Players can only be 'matched up' with similar ship/experience levels

....you know, a more arcade-like fast paced balanced experience.

May as well. I'd probably enjoy that more than the bipolar experience of today's ED.
 
However much makes an individual player happy. I don't care about other players credits. I have enough now that I hardly even care about my credits.
 
When you start playing , very low. I dont know how much tbh . but a curve with progression.

When you'r far into the game i'd say 250mill/300mil /hour seems fine to me.
maybe around 200mil , but not lower than 100mil/h .

But only if your activity is focused on MAKING money.
Maybe a fixed 150MIl and 300mil with some really rare opportunities.

Tbh i dont know ; it also greatly depends of what to do next with credit.

If you'r not focusing on FC , i'd say 50mil/h max is fine .

Lets say you need 7 billion to run an build and FC , at 100mil/h it mean 70h of full farming . it's quite hight. remember that cradit are one of many way to unlock things in the game.

Imo once you got enought credit (what is enought? :p ) you should not bother .

I'm all for the up of bounty and combat bond, and i really hope that next we will see smuggling coming back.
as for piracy , VO seems to be the perfect opportunity , low cargo but hight price.
 
It's a tricky one, and for me the main problem lies in the gulf of price between ships (base hull, not all A rated) and a Fleet Carrier.

Without FC I would say around 50m per week does seem reasonable, but with it in the equation...

I might consider resetting my account for Odyssey but the road to regrind a FC again (apart from the navy rank grinds) is too intimidating for me with the current 5bn price tag.

FCs are the crux of the issue. Get rid of them first, rebalance the rest of the game, then rebalance the FCs and reintroduce them. Should have been done before the FCs were introduced in the first place.

:D S
 
There isn't a "one size fits all" answer, because different people have different views on what their preferred style is. Are you a lone space vagrant in a T6 trucking grain and scrap metal, or are you a billionaire industrialist with a fleet of large ships and presumably hundreds of (invisible) staff working for your company?

FD tried to make Fleet Carriers a one-size-fits-all for both the industrialists you mention, as well as for the T-6 truckers/scavengers. They even made them useful for exploration! That should really look like British exploration at the turn of the 20th century: Dragging gongs across Australia and taking ponies to Antarctica...

So Fleet Carriers should be diversified, with smaller models for more specialised purposes that bridge the gaps to ships and make them "realistic" for using as ships (as explorers do, for example). And for the industrialists, the bigger models should be available and they should be treadmills. But they should be interesting treadmills.

:D S
 
My thought would be that people boiling things down to Cr/hr is what got us into this mess in the first place.

Yeah, and the worst mess is the adding of UC to carriers. That makes explorers with FCs capable of keeping up a cr/hr by making UC a simple credit printer. Bad FD, Bad!

:D S
 
As a newer player (bought on a Steam sale in Aug of this year) 100 mil per hour seems good to me. But that only applies when I need to go make credits.

I really don't care how I get the credits, but you need them to advance in this game. I was stuck in an AspX for awhile, it was my mining ship at the very end of the Painite 792k-958k per ton, before the big NERF stick came out from FDev. I hated mining so I only did it one hour per week, so one mining trip per week to grcv 1568 or dbx 112 was my routine.

I like combat, but am not good at it. Rebuys and trying out various weapons can get expensive. The recent NPC bounty buff is good for roughly 2x-4x what I was seeing before. My Vulture is A rated, but totally unengineered. I think NPC bounties need 2x on top of what they got yesterday.

So the credit grind is only ONE of the multiple grinds that face me. And I only have 2-4 hours to play per WEEK. Real life intervenes unfortunately...

So yeah I want 100 mil per hour. If I can do that once per week, in a few years time, I'll be able to buy one of each ship and A rate it, hopefully have at least G3 if not G5 for most of the engineers. Not to mention the rank grind so I can buy some rank locked ships.

Oh yeah and the 5bil + 1bil to outfit + 1bil for a years upkeep + 1.5 bil for a full hold of tritium... FC. I think that price was set during the VO and Painite high prices, it needs to be changed to match the updated income balancing.

Yeah, maybe make that 200 mil per hour, and it will still take years... that is why we need the credits.

The space billionaires already have multiples of each ship and multiple accounts, each with an FC, most of the rest of us do not.
 
And it's not unusual to already be flying a Python or Krait before you unlock a Dropship or FAS, it somewhat lessens the pleasure of ranking up (if that were possible) when all you're unlocking is downgrades.
sadly i consider more these as combat ship . proper lower "python / kraith" is the asp explorer imo. it lack some great multi medium medium ship.

For my part i used Type 7 to trade , and was not that much focused on fighting.
I did alot of combat with eagle and cobra , then explored in dbx , and traded/multi in asp/T6. I then jumped directly to type 7 and then python after few CG.

At theses times i was not "focusing credit" . After python ,nothing can keep up .

And after ALL of this , i started to up rank. (note that during my progression , kraiths were not avaible yet).
 
I have 4 accounts (not Epic). I fly small-ish ships where it's practical, and I have no interest in a fleet carrier.
I like dogfighting.
If I needed money I used to go mining. Now I don't need to, because bounty hunting is suddenly earning half-decent money. I think I earned about 15m just now in about an hour of bounty hunting in Coriccha. I could buy an A-Rated DBX with that.
I'm more than happy with that kind of money.
 
The ability to earn money generally tends to increase as one moves up to larger and more capable ships, so I don't think there is really a static amount you could say would be appropriate until you finally get to the big four. Once there, I'd guess, at least for me, 40-60 million per hour would be a nice value. That's a number that can easily be achieved through mining, combat missions, and cargo hauling. I'm not sure about exploration though. Do any of the explorers here have a good handle on the per hourly rate of earnings that exploration gives?
 
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 everyone's favorite credits per hour? Example options.
Remove credits? No way.
Credits are the only thing that keep some kind of progression in place. If credits were to be removed, we'd all be flying everything at any time, and there would be no risk to anything. The feeling of getting rewarded for something, to having earned it, would be gone.
Gold rushes are normal, and a game needs that. Keeps players going, the credits flowing, and those have done the many previous gold rushes like CEO/Sothis. 17 Drakonis, the egg, just name a few, we all know how good it feels.
Removing credits would drop us all into one homogeneous bucket. Trading would become obsolete, combat would become obsolete, exploration to some extent would become obsolete. People do these things for a reward.

a good number I reckon would be:
Mining: 40-80 m/h (depends what you mine and where you sell)
Exploration: 40 m/h
Combat: 80 m/h
AX combat: 80-100m/h
Trading: 40-60m/h

Reflecting risk, skill and reward for all activities.
 
Do any of the explorers here have a good handle on the per hourly rate of earnings that exploration gives?
Not really, as Cr/h never has been something I care about in this game.
But a rough estimate of a couple of my latest ~1000 system trips (over 99% pristine systems, full FSS everywhere, mapping the usual valuables and some random bodies) is somewhere around the 5-10 million Cr/h ballpark.
 
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