What should 100m an hour look like?

It's obvious Mining has caused any qualitative sense of value to go out the window these days, and the only ways to play and earn reasonable money which people suggest are just a case of "git gud"rely on exploits, edge cases and unbalanced mechanics.

So if not how the game currently is, what should earning 100m an hour look like? Here's my 40c on the different topics, let's also hear yours.

Combat
A multi-destination "Bust the cartel" style scenario. First destination, you get a wave of 8 sidewinders, something simple... but your task is to just kill seven, and leave the eighth to flee.
Scanning the wake updates the mission to the destination system.
Get there, a small wing of standard ships, maybe a python plus two eagles. Crack them, and you get another mission update as one of the ships "sends out a distress call" or something.
You're able to trace that to a third destination where there's a wing of four engineered vipers and an unregistered comms beacon. Comms beacon has a security interlink with the vipers which you need to destroy before you can datalink scan the comms beacon.
Next system is a wing-assassination equivalent with an Engineered Corvette + Two engineered Vultures. For added risk, take out the vultures and the corvette might try to flee; you're likely not able to take it out in time without some serious firepower, so you scan it's wake, following it to wherever it goes, where you'll need to interdict it and finish it off.

Mining
100m an hour in the bubble simply shouldn't be a thing. Maybe you need to go a minimum of 1,000 Ly out from any habited system... maybe you need to go inter-regional to some sort of nebula. When you're mining, the conditions should be like this. If you're at a reasonable distance to an asteroid detonating, it should cause repariable damage to random systems. If you're too close, or you overcharge the asteroid, your canopy could pop. Easily mitigated with enough raw to synthesise atmo til you get to a station for repair.

Source/Delivery
Large-volume deliveries into hazardous environments such as damaged stations, carrying cargo with properties which force you to fly shieldless, and are damaged by seismic hull activity; if you lose more than 20% hull integrity (i.e hull < 80%) the equipment is damaged beyond repair (kinda like how VIP passenger missions who are damage averse currently works). Other cargo properties (such as Thargoid corrosive effects) can and should weigh in.

Salvage, Research and Theft (Specialist activities)
Recovery of alien biopsies for specific missions, collection of "Cargo Sets" such as a full set of Thargoid items (Probe/Link/Sensor, Resin, Bio samples, Tissue samples from each Thargoid variety and a heart). Collection of salvage from complex scenarios like I've described previously here. Hijacking from heavily-armed meagaships or convoys (Remember Federal Couriers? I think they're still a thing.... don't hear much about them). Target cargo should also have dangerous properties, like with source/delivery missions.

Exploration
Y'know what? It's kinda ok how it is, once you throw long-range visitor tourism into the mix. But that's more tourism, and not really exploration. So realistically, collecting codex entries should be worth a bunch more than the paltry 50k for a new find, 2.5k for a find you've made elsewhere already.

Tip Offs
These should be worth at least 20-30m, considering the effort needed to get one in the first place.

Then of course... there's a bunch of speculative activities you could put in the game based on the assets FD have at their disposal; manning checkpoints, committed repair and support activities at megaships where a scenario is a "Repair our ship, recover the escape pods, now fend off these fighters" a-la the palin stuff.

So what sort of activity do you think 100m/h is worth, that isn't "insert activity, do 20 times in that hour"?
 
Some decent ideas there OP.

It would be nice to have more high-risk or high-skill activities that reward accordingly, but then people will loudly complain that they're being excluded from profitable activities. I remember when passenger missions were first introduced and people moaned about how it wasn't fair that carrying criminals paid more and involved a certain amount of risk 🙄
 
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Some good ideas there. I'm not sure why you've got anything against the current mining profits, though - they're fine in my book too.
It, as well as the broken mechanics I mention, have basically distorted any sense of "worth" for credits in the game... is the short version.

A bit more specifically... people might suggest "Mining profits are balanced compared to Robigo passenger runs"... Mining as an activity is accessible anywhere... Robigo is a singular edge-case taking advantage of an edge case, and isn't a reasonable comparison. Generally passenger runs anywhere else in the inhabited bubble would accrue far less income.
 

Robert Maynard

Volunteer Moderator
Mining
100m an hour in the bubble simply shouldn't be a thing. Maybe you need to go a minimum of 1,000 Ly out from any habited system... maybe you need to go inter-regional to some sort of nebula. When you're mining, the conditions should be like this. If you're at a reasonable distance to an asteroid detonating, it should cause repariable damage to random systems. If you're too close, or you overcharge the asteroid, your canopy could pop. Easily mitigated with enough raw to synthesise atmo til you get to a station for repair.
The bubble is huge - and not completely inhabited. There's little likelihood that humans could have depleted the resources of those systems of all mined commodities.
 
The bubble is huge - and not completely inhabited. There's little likelihood that humans could have depleted the resources of those systems of all mined commodities.
So why shouldn't more exotic, less accessible and hence, more valuable materials exist elsewhere in the galaxy?

Conversely, if there's little likelihood we've depleted the resources in the bubble... then those materials are common, and would not attract premium prices.
 
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Robert Maynard

Volunteer Moderator
So why shouldn't more exotic, less accessible and hence, more valuable materials exist elsewhere in the galaxy?
I expect that even more valuable less common mined commodities from further out would be pretty well received as an addition to the game, by some anyway.
Conversely, if there's little likelihood we've depleted the resources in the bubble... then those materials are common, and would not attract premium prices.
Common does not mean worthless - iron and aluminium are common on this planet - yet they still enjoy quite significant prices.
 
Mining itself isn't actually broken earnings wise, just a few specific cases of it in very specific locations pay ridiculous amounts.

Exploration seems pretty spot on to me earnings wise.

And pretty much everything else in the game needs to be able to earn more per hour. In some cases much, MUCH more.

I'd love for salvaging to be a worthwhile career profit wise. It's one of my favorite things to do in the game yet it pays probably the absolute WORST out of any of them. :(
 
I expect that even more valuable less common mined commodities from further out would be pretty well received as an addition to the game, by some anyway.

Common does not mean worthless - iron and aluminium are common on this planet - yet they still enjoy quite significant prices.
So then, if 100m an hour just from "normal" mining is fine, how do you incentivise that against 100m an hour with a significant chance of losing your ship?

That's the problem. Unless you're making a case for mining in the bubble to be worth 100m/h, and the other activities I propose 200-300m an hour?
 
It doesn't matter. Because the thing is FD would just crank up the requirements to unlock stuff. There's some "work for it" philosophy, although we all worked at our jobs for it. And some protestant ethics. I dunno. Someone with a concept of "fun" would be a good addition to FD, imo.
 

Robert Maynard

Volunteer Moderator
So then, if 100m an hour just from "normal" mining is fine, how do you incentivise that against 100m an hour with a significant chance of losing your ship?

That's the problem. Unless you're making a case for mining in the bubble to be worth 100m/h, and the other activities I propose 200-300m an hour?
The OP reads as "make the game more dangerous" - and, very probably, a not insignificant portion of the player-base will respond with "stuff that".

By all means increase from what we have now, in terms of risk / reward per activity, in addition to rather than instead of what we have now....
 
The OP reads as "make the game more dangerous" - and, very probably, a not insignificant portion of the player-base will respond with "stuff that".

By all means increase from what we have now, in terms of risk / reward per activity, in addition to rather than instead of what we have now....
OK, so we make basic mission running, combat and salvage activities also earn 100m/h in all circumstances, not just the broken edge cases, and we rename my op "What 300m/h should look like".

Mining in the bubble with minimum risk should be the base-entry level activity for mining.
 
Indeed - it's much the same. It's worth noting that not everyone is looking for an adrenaline rush from playing the game.
Of course... what's the saying people have been throwing at me right now... "If you don't like it, don't do it?". So, if you don't want the big rewards, stick to bubble mining.
 

Robert Maynard

Volunteer Moderator
Of course... what's the saying people have been throwing at me right now... "If you don't like it, don't do it?". So, if you don't want the big rewards, stick to bubble mining.
That is indeed the saying - however the OP seems to be trying to change how all players will be rewarded for activities they already engage in. So it'd be more "if you don't like it anymore, stop doing what you've been doing".
 
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