What should 100m an hour look like?

I'd love to see some hard-as-nails npc pirates, not connected to any particular system, that need to be tracked down with the faintest of breadcrumb trails to follow. Reported on the pirate activity galnet reports, with a (growing) list of human cmdrs they have actually killed and the chance of any cmdr running into them if they were in the wrong system at the wrong time . Massive rewards to track & take them down plus the successful cmdrs name appears on a galnet report.
 
At this point I feel more like hardcore casual is my calling niche for this game. FCs sound like more trouble than they're worth to me, regardless of their cost in credits. The cost in my enjoyment of the game with them seems more taxing.

YMMV

Oh, but 100M per hour say? Um... no idea. Never bothered much with credits since '15 into '16.
I'm more of a few K per hour average kind of guy.
 
100M/hr should look extremely unusual.

A rare confluence of events that presents a very short-lived opportunity.
One that can’t be predicted, or prepared for, only stumbled on.
A one-time only offer to be taken with the ship you are currently in.

High chance of failure, and no second chances.
That, or ships and modules should probably cost 10 times as much.

It's easy. Just add a zero or take one away. :D

Cheers.
 
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...

why? This doesn’t make any sense to me. What is the difference in mining potential between a gas giant ring, and a gas giant ring within 1ly of a station???

Not quite sure about that one. It took me a few months (give or take a few breaks) to travel to beagle and back, and seeing just about everything in-between (in a "semi-straight line", that is.). That whole journey netted me about 700-800mil,
I did the same trip, and made 2.8 bil. You probably did not use the LYR bonus for the data, which is a bad move


Smuggling should be more lucrative.
Could not agree more!!!
 
....

The last time elite felt like a video game, at the same league at everything else, was at 20 million an hour. You still had to do something to get something at that rate, and nothing on the board of targets was impossible. All doable.

100 million an hour is a joke, disservice to whatever game is left, and if anything a social media experiment / popularity contest. Its like frontier are trying to win votes in an election rather than make a video game like that. Make reddit happy, yay!!
 
why? This doesn’t make any sense to me. What is the difference in mining potential between a gas giant ring, and a gas giant ring within 1ly of a station???
That's exactly my point. From a focus purely on game mechanics and activities, there should be an incentive to get out of the bubble and go mining. Currently, there is no difference.

Specifically, I'd like to see mining outside the bubble incentivised by hazardous mining conditions and exotic minerals which are simply not present in the bubble.
 
I think the problem is that - going back to 1.0 - Frontier made the price scale exponential and the activity scale at best linear and often sub-linear or flat.

Two million credits will get you a well-equipped Adder.
Two hundred million credits will get you a well-equipped Python.

The Python is better than the Adder at most things, sure ... but it's not a hundred times better or anywhere even close to that. Trade it can have ten times the cargo and that's probably the widest discrepancy ... exploration the Adder is basically equally good apart from the terrible cockpit view.

So if earnings are set to make the Sidewinder->Adder transition take a reasonable time, the Adder->Python transition (even with some intermediate steps) would take tens of times longer. But if the earnings are set to make getting a Python relatively practical (and the professions somewhat balanced for earnings) then a player can get a fully-equipped Adder from the proceeds of scanning and mapping a single decent system.

So in the context of being able to afford a fleet carrier, relatively straightforward ways to make 100m/hour is necessary - 50 hours is still a long time to spend in-game focused on a single goal. Of course, the availability of ways to obtain money that fast makes buying anything smaller than a fleet carrier really quick.

Obviously there's no way to change this now, and it was inevitable - with hindsight - even in the Betas.

There's little likelihood that humans could have depleted the resources of those systems of all mined commodities.
All mined commodities, no, obviously not.

But some known metamorphic gems depend on extremely specific temperatures and pressures and combinations of minerals at various points in prehistory and are unique to a single location on this planet. It'd be quite plausible for some new minerals to be out there in a distant nebula, or near a neutron star, etc. in the same way that codex lifeforms are often restricted to a single subregion and systems with very specific conditions within that region.

They could use a modification of the rare goods mechanism to:
- make them not show up on the commodity markets unless you were carrying some
- make them more valuable the further away you had to go to find them
- make deep space exploration have a point beside screenshots, and mapping useful for something beside high-value terraformables
 
That's exactly my point. From a focus purely on game mechanics and activities, there should be an incentive to get out of the bubble and go mining. Currently, there is no difference.

Specifically, I'd like to see mining outside the bubble incentivised by hazardous mining conditions and exotic minerals which are simply not present in the bubble.
But putting that outside the bubble doesn’t add anything but time to the mining gameplay loop.

Making the rings a little more dynamic would be cool, something like asteroids in motion that can smack into your ship. But I see no reason why this would have to be limited to outside the bubble.

for me, I think mining ships should be big burly ships, like T10. Doesn’t lend itself well to jumping far. Has about a 28-33ly range depending on how full it is. I enjoy my exploration, but not while I’m mining.

I guess it would be a non factor once I have a carrier, but I just don’t see why it makes any sense to incentivize traveling further to mine 🤷🏻‍♂️
 
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.
Couldn't agree more!

As hotspots are mined their resources should reduce/deplete. Such that if you scan them, you can see the percentage of resources left. Once at zero, they offer no raised levels. Resources should then increase in hotspots over the course of weeks/months (eg: at server tick). Hotspots should also not be as common as they are at the moment.

THUS, going out and finding hotspots outside the bubble becomes worthwhile... And FCs may make it an even more sensible and viable mining opportunity.
 
Heres a tangent for speculation.. how is space legs not going to get caught up in all this? By the only convention we know, the big boss thargoids will drop 350 million per hour when looting its corpse.

Cant imagine. I really hope its elite mans sky 2, ie new game.
 
I agree with you, OP. However, considering we don't even have a noticeable variety in assassination missions (anymore), I can't see your vision being implemented by FDev. But look, there are some new fleet carriers.
 
But putting that outside the bubble doesn’t add anything but time to the mining gameplay loop.

Making the rings a little more dynamic would be cool, something like asteroids in motion that can smack into your ship. But I see no reason why this would have to be limited to outside the bubble.

for me, I think mining ships should be big burly ships, like T10. Doesn’t lend itself well to jumping far. Has about a 28-33ly range depending on how full it is. I enjoy my exploration, but not while I’m mining.
Take a look at Rare Goods vs Bulk Trading.

The principle of Rare Goods trading is you have a long-range, low capacity vessel that can pick up goods which sell for much more extreme profit than your average commodities. Meanwhile, your bulk trading is done by a big 600t+ cutter which goes one jump, and makes up for the lack of profit margin, with the sheer volume of goods traded.

Likewise for mining, in my opinion in a proper mining setup, the big T10 ships and the like should be doing big, rapid, bulk extraction of water, bauxite and other low-value goods. Meanwhile, faster, smaller mining vessels can be fit with specialised equipment to extract more valuable minerals... limited by the fact they can't carry as many.

I mean, let's face it, nobody mines bauxite or water, because it's no problem or effort to just find something more valuable. And mining missions? Lol... the only time I hear of those being done is if the mineral can be bought off the market rather than mined.

Of all the people mining out there right now, what proportion do you rekon would have anything in their holds worth less than 10,000. Does anyone even mine Osmium anymore?

Y'know what? Here's a thought. Let's not only get those small seismic charges people ask for, but also make it so seismic charges can only be fit on small ships. No in-game explanation for it, because the game's income sources are completely broken as it currently stands.

Lastly, the reason the type of mining I suggested in my OP needs to be out of the bubble, is to amplify the risk factor. Back when CRCR's didn't exist, collecting and selling Unknown Artefacts somewhere in Maia was easy. You were two to three jumps away and, if your canopy popped or anything similar, you were just a minute away from repairs. The real interesting and exciting aspect of that came when you tried to sell more than a small handful (anything over 10t) to a location 300+ LY away. And this was just insane.

If hazardous mining environments existed in the bubble, unless it was anything short of a potential instant-kill (which I can guarantee would be shouted out almost instantly by the player base), you're literally just one jump from instant repairs, cash in whatever cargo you had, then jump back to it.

But if you're 1,000 LY out of the bubble, and your canopy pops, a lightweight miner will have much better survivability, but there's still a challenge of bridging 1,000LY with no canopy. And unless that activity has vastly superior payoffs compared to bubble mining, it's a non-starter.

I guess it would be a non factor once I have a carrier, but I just don’t see why it makes any sense to incentivize traveling further to mine 🤷🏻‍♂️
Yeah, that does tank the idea, but then again, I'm not convinced there's any thought put into the games activities beyond "Oh, shiny thing, look at it shine!"
 
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Considering the entry level, mechanics involved and risk I thought thargoid hunting would sooner or later be lucrative as a career.
The requirements are decently high so no one can make high amounts off the bat, but as they are now it just simply isn't worth it as a career path and it baffles me as to why.

Why do only means of decent income have to be sponsored by netflix to be at least somewhat bearable.

Carriers are 5bil a pop, sure I'll just watch some more tv shows to get it, ok so there's upkeep too so means even more tv shows. Please tell me, when do I actually start playing the game and put netflix/streams aside?
 
Good suggestions OP, but this would take a ton of development which Frontier has shown they don't want to expend the man power for.
 
The simplest answer from me is that 100 million an hour should be rare, difficult (as in, soloing Hydras level difficulty) and require specialist top-end equipment in order to achieve. Combat is easy enough to have these things for, but things like exploration, mining and trading will need serious work with regards to adding difficulty and investment required at the top end.

And while they are at it, they should multiply all existing costs in the game by about 10x. Even if they fix income, it won't do anything about the money people have already earned; all you can do is devalue what we already have by inflating costs in line with how earnings have increased. All fixing income will do is draw a clear line between the "haves" and "have-nots" on patch day, while inflation would have the effect of making everyone poorer.
 
Like this...

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