So if not how the game currently is, what should earning 100m an hour look like?
Ten hours of planning and executing an ambush on a CMDR Cutter, podding that CMDR, and hawking the parts of their ship across several black markets for a billion CR.
So if not how the game currently is, what should earning 100m an hour look like?
Osmium got a pretty decent price buff in 3.3 - from 16,000 on a good day to 36,000, so not far off what Platinum originally sold for - but yes, I suspect it's only really mined for Marsha Hicks.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?
Inflating costs also draws a clear line between "haves" and "have nots" - it just draws it in a different and more arbitrary place based on cash/asset balances.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.
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"?
Before:
Person A has A-rated Cutter + 1 billion credits
Person B has 2 billion credits
Person C made full use of every fast earner going and has 100 billion credits and a full A-rated fleet
Person D has played for the same time as C, but ignored the fast earners and has 300 million credits and 10 A-rated medium and small ships
After 10x price rise:
Person A still has an A-rated Cutter -- Person B now can't buy one and would have to spend over half their cash just to get an A-rated Clipper.
Person C still has a full fleet, and the equivalent of 10 billion in current cash to buy more -- Person D has basically no cash and relatively weak ships, so can't even earn future money at the same rate as Person C.
The moral: make full use of every high-earning opportunity (and then store your wealth in assets, use Cutters as bookmarks, etc) because you'll be much better off when the next round of hyperinflation comes.
If you want to reduce the wealth of people who earned too much due to exploits, then taxation is the way to do it - a tax on total assets, levied periodically based on time played, which applies at a higher percentage the richer a player is - so e.g. first billion in assets is untaxed, second billion taxed at 1%, third billion at 2%, and so on. Doesn't affect new players with small amounts of cash and a few medium ships ... cuts down the wealth of the very rich very quickly. Can't be evaded by switching between cash and assets - you either need to use those assets to earn, or sell them. (It's still a terrible idea that doesn't really address the underlying issues, but it's fairer than inflation)
Yes - though implementing it without warning would still set the precedent that based on the C/D thing the next time a way to earn money faster than the approved rate came up, the correct thing to do would be to do it as much as possible (and ideally spend it on modules and ships you have a potential use for) because you'd still be better off afterwards when the next surprise inflation got applied.Part of the issue regarding switching between assets and credits to avoid inflation can be avoided by making sell prices based on their purchase price, not their current price (although maintenance would still be inflated, otherwise legacy stuff remains near-free to operate). If the change were to be implemented without warning, it would also prevent the last-minute panic buying.
Well, except that you said 100m/hour would be reserved for highly-specialised ships doing difficult top end gameplay. I took this to mean "not the sort of thing you can do in a C-rated Vulture or a multirole Asp" and not necessarily the sort of thing you'd want to do or be able to maintain focus to do for hours on end even with the right ship, eitherPlayer C might have huge reserves, but at 10x the price they won't last forever. Plus, even with today's ridiculous earnings, 100 billion is a fair amount (at 200 million an hour, that's still 500 hours), so they have probably earned a bit of a reprieve from financial worry over the next several releases unless they are extremely careless and continually lose valuable ships or constantly pay to transport entire fleet around. Over the long term, inflation would put them into a similar situation to player A, just with greater reserves to fall back on (which would be 1/10th the value they used to be, so it would actually narrow the gap significantly).
Player D still has some pretty workable medium ships capable of earning a tidy profit. Like player B, they could quite easily get whatever ship they want within a good weekend of playing.
Rebalancing to make earnings sensible etc. would probably have to involve repricing all ships and modules so that the price-performance curve was much closer to linear, though.Or even, heaven forbid, they actually use something other than A-rated!
Yes - though implementing it without warning would still set the precedent that based on the C/D thing the next time a way to earn money faster than the approved rate came up, the correct thing to do would be to do it as much as possible (and ideally spend it on modules and ships you have a potential use for) because you'd still be better off afterwards when the next surprise inflation got applied.
Well, except that you said 100m/hour would be reserved for highly-specialised ships doing difficult top end gameplay. I took this to mean "not the sort of thing you can do in a C-rated Vulture or a multirole Asp" and not necessarily the sort of thing you'd want to do or be able to maintain focus to do for hours on end even with the right ship, either
Someone starting out with just a mid-range medium ship won't be able to earn that much. And for balance, presumably, the cost of a ship and its earning potential should be somewhat correlated (not necessarily linearly, and assuming that it's equipped correctly for its chosen profession) and near-equal across all professions at each ship price band (since this would require a complete rewrite of outfitting and engineering, just outright repricing certain modules would be sensible)
So A and C, with their high end ships and enough cash reserves to at least re-equip them, can earn 100M/hour (10M/hour in today's money) in the new world.
Meanwhile B and D with just medium ships, can maybe earn at most half of that, or perhaps less than that depending on how it's balanced.
So A and C can now earn faster than B and D in the post-inflation world, despite A just having got lucky by buying their Cutter a day earlier than B did, and despite C being the one whose behaviour has been used to justify the inflation, and D being the one to whom money already mattered somewhat anyway.
Rebalancing to make earnings sensible etc. would probably have to involve repricing all ships and modules so that the price-performance curve was much closer to linear, though.
At the moment C-rated gives you most of the performance of A-rated, but for about a tenth of the price. I flew around Colonia for quite a while in a B/C-rated Krait with mostly G3 engineering ... it's A-rated and mostly G5 now, because I can, but I really don't notice the difference. If the point is to make money matter, then as above outfitting and engineering would need a complete rewrite anyway.
Achieving any sort of financial "balance" would need the whole game rewriting - every earning mechanic from the ground up, outfitting, engineering, pricing, etc. By that point it's basically Elite V anyway (or some non-Elite game in the same genre) - I don't think there's any practical way to get there from Elite Dangerous.
Though it still only takes one person (out of the millions who would be presumably attracted to "Elite: Finely Balanced Economy"?) to figure out something they missed. Especially if the new balanced features have depth and detail and variety (rather than the much easier to balance "there's one trade good and you get 100 credits per tonne for hauling it") so that it's not immediately obvious exactly what you need to do to make top money with them.Ideally, there would never be a situation where there's another money exploit, or at least none that last more than 48 hours after being discovered. A responsible balance team (does FD even have a dedicated balance team?) would release content erring on the side of underpowered then gradually tweak it upwards to a point of balance.
Okay, so average earning rates in today's values of 2 million/hour, for a game where a reasonably diverse fleet might set you back 1-2 billion.Even if a more reasonable earning is 20ish million credits for a medium ship with a moderately competent pilot is still enough to get a fair rate of progression. That's only half an hour to be able to afford to upgrade from a 6E power plant up to a 6C, even with 10x increases to costs.
It won't improve the game at all over the next 5 years, because a complete rewrite of professions, outfitting, engineering, costs, balancing, etc. will take about that long to do, and most of it can't be rolled out piecemeal.I also get the impression you are thinking quite short term. Yes, some players will take a bit of a hit compared to others, but how will it improve the game over the next 5 or 10 years?