Why keep making credits?

If it was up to me, I'd also make fines and bounties proportional to, perhaps, the value of the ship a player was flying when they committed an offence.
I'd like to see fines/bounties proportional to a player's entire gross assets but I suspect that might be a little too harsh.

Please allow me to say no. With current C&P mechanics, never, actually.

If I buy a stock Cutter and load it up with full 794T of cargo, then dump them, by accident, around a station. I'll be issued fines, once for one ton of cargo. Imagine under your conditions, each time I dump one ton I get a fine equal to my rebuy insurance. I'll be fined around 7940000000 bloody credits. It's still a large amount even if you kindly pay 99% of it for me. When we are not around the stations, we could be issued fines/bounties multiple times for doing a skimmer mission, a massacre mission, or maybe some other missions. Why should we still care about these missions, when the risk, or potential punishment exceeds what we can gain, by such a giant amount? It'll surely kill outlaw gameplay this way. If you want to suggest some burden, try something that CMDRs can get rid off, not this fine/bounty that they must pay.

Maybe you're saying this just because you're bored with your large sum of credits. Please be more considerate, because many of us don't have that.
 
One problem I can see here is that after a skirmish you may end up having to pay more for repairs than a rebuy, so it would make more sense financially to self destruct and start afresh. Perhaps scale the repair costs to the rebuy costs so that if you crawl in with 1% hull remaining you have to pay 80% of a rebuy cost for repairs?

The problem with boosting repair costs is that the cost of repairing a badly damaged ship, including integrity, needs to be less than the rebuy cost of the ship, otherwise we’ll get a repeat of Commanders self destructing as opposed to repairing ships.

Oh, absolutely.

Rebuy costs would be first in front of the firing-squad if it was up to me.

Firstly, there would definitely be something related to "premiums" that would increase with risk.
Basically, the rebuy cost would start off at, say, 30% of a ship's value and increase with every claim (to the point where the only incentive to use rebuy would be to retain your engineered modules) and it'd also reduce by, say, 5% every week - to a minimum of the current 5%.
The idea being that if you're regularly doing something hazardous (or illegal) you'd probably want to do it in a cheap, unengineered, ship while, at the same time, players who avoid getting exploded would eventually reap the rewards of their carefulness.

I'd also create some kind of system that would allow players to take advantage of some kind of "faction insurance", whereby if you're participating in a war, hunting 'goids or getting involved in meaningful PvP, the faction you're supporting would subsidise rebuy costs or, perhaps, provide replacement ships at discounted rates.
If, OTOH, you're just PvPing for the lulz, I'm afraid you're SOL. There's no such thing as "psychopath insurance".

In addition, I'd revise the cost of rebuys so that engineered modules incur a huge extra rebuy premium.
If, for example, you were at the optimal rebuy rate (5%) and you had an unengineered 4A Beam laser on your Annie (with a value of Cr9m) it'd add Cr500k to the rebuy.
If, OTOH, the Beam laser was engineered, I'd multiply it's rebuy cost in accordance with it's level of engineering.
If our Beam laser was G1 engineered it might add Cr1m to the rebuy, G2 would add Cr1.5m to the rebuy, G3 would add Cr2m etc.

And, yes.

I understand that this sort of stuff could, potentially, create a situation where somebody could be flying, say, an FdL worth Cr100m, get exploded half a dozen times (thus increasing their rebuy premium) and then, eventually, find themselves with a rebuy cost of, perhaps, Cr200m for a ship worth Cr100m.

Good.

The idea is to force people to consider whether or not it's wise to use a given ship, and modules, for a given purpose.
The current system simply allows people to "buy success", firstly with credits and secondly with engineering, there's never any significant penalty for choosing unwisely due to the abundance of available credits.
 
Please allow me to say no. With current C&P mechanics, never, actually.

If I buy a stock Cutter and load it up with full 794T of cargo, then dump them, by accident, around a station. I'll be issued fines, once for one ton of cargo. Imagine under your conditions, each time I dump one ton I get a fine equal to my rebuy insurance. I'll be fined around 7940000000 bloody credits.

There's no reason why the actual cost of a fine, for a given offence, couldn't be adjusted within the paradigm I suggested in order to make reasonable.

Having said that, frankly, if you dump all the cargo out of your Cutter then you're probably incompetent enough that you deserve to lose your ship as a penalty. :p
 
There's no reason why the actual cost of a fine, for a given offence, couldn't be adjusted within the paradigm I suggested in order to make reasonable.

Having said that, frankly, if you dump all the cargo out of your Cutter then you're probably incompetent enough that you deserve to lose your ship as a penalty. :p

That was one edge case. We still have others like I just said.
 
That was one edge case. We still have others like I just said.

Oh, I agree.

The process for issuing fines, as well as the value of them, would need to be adjusted but I think the potential benefits can be more important than the potential inconveniences.

Let's face it, when you can have people committing the most serious crimes without any regard for the consequences, something's badly wrong.
 
I think you need to put the word "Some" in front of the word "Players". ;)
Well I didn't put all either. ;)

On the serious side, I think that some people don't see the forest for the trees: ships are a means and not an end. The point of this game isn't to have the biggest and baddest ship or to have them as many, but to actually do something with them.

Some people with have only one, some people will have a few, and some people will have all of them.
 
I think this might just be a manifestation of the old issue of progression in aging MMOs.

As time goes on, you have people who have been there from the start with 'endgame characters' and new players starting fresh. Developers want to cater to both, and often that comes down to getting new players into the endgame as fast as possible.

But of course, ED doesn't really have 'levels' or anything like that, and rankings are basically meaningless. The measure of progression here, the thing that makes the difference between a starting character and an established character, is just credits.

So personally I reckon that things like Void Opals are just the ED equivalent of '+30% XP for all characters under level 50!' or whatever. It happens all over the place.
 
I would love very expensive base building, your own asteroid station for example. Mega expensive super ship cruisers with huge jump range.
I currently have 4 ships and 17 billion, so yeh, that money is just sitting there and climbing by 300 million per day.
 
I once asked this same question about "profits" at a management meeting at work in real life once. The discussion was about profitability and some restructuring (i.e. people losing their jobs) to increase it.... the [privately-held] company was already making very good profits so I asked "do we really need to make more?" The looks I got from every other manager and VP sitting around that table made me realize....people just want more because they want more. Reasons are not necessarily part of the equation.

As far as my answer to the OP. I want to eventually have at least one ship of each hull type, fully engineered, in my fleet. I like flying different ships and this game does a nice job of making each one have a different feel to it. Be quite a while before I have 'enough credits.'

I like the idea of being able to own megaships. That'd be a pretty cool goal.
 
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I once asked this same question about "profits" at a management meeting at work in real life once. The discussion was about profitability and some restructuring (i.e. people losing their jobs) to increase it.... the [privately-held] company was already making very good profits so I asked "do we really need to make more?" The looks I got from every other manager and VP sitting around that table made me realize....people just want more because they want more. Reasons are not necessarily part of the equation.

As far as my answer to the OP. I want to eventually have at least one ship of each hull type, fully engineered, in my fleet. I like flying different ships and this game does a nice job of making each one have a different feel to it. Be quite a while before I have 'enough credits.'

"Interest doesn't think, it calculates." - Karl Marx
 
Back to the game basics for now. First up never restart your account as a player may have spent many years owing every ship, engineered many ships and have billions of credits. On the PC just purchase another account when Frontier has a sale. I got my explorer account that way. After the last update I even setup a third email account awaiting an ED sale so that I can play in the new Federation only systems to see how it works. I suspect greifers with some money might do the same. Well I'll be a good guy with a lot of experience.

I suspect the players owning Mega-ships will be in the future. Then when Frontier introduced an awesome Python and buffed it later per all the combat players could not take it out they won't make that same mistake again. We only got the Python back with engineering but so did many other ships. It is that darn balance thing keeping us players from owning a very expensive hopefully invincible mega-ship. We'll see...
 
Back to the game basics for now. First up never restart your account as a player may have spent many years owing every ship, engineered many ships and have billions of credits. On the PC just purchase another account when Frontier has a sale. I got my explorer account that way. After the last update I even setup a third email account awaiting an ED sale so that I can play in the new Federation only systems to see how it works. I suspect greifers with some money might do the same. Well I'll be a good guy with a lot of experience.

I suspect the players owning Mega-ships will be in the future. Then when Frontier introduced an awesome Python and buffed it later per all the combat players could not take it out they won't make that same mistake again. We only got the Python back with engineering but so did many other ships. It is that darn balance thing keeping us players from owning a very expensive hopefully invincible mega-ship. We'll see...
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Midan Cabal I love your graphic reply. So much for greifers. Maybe good guys can help a little like I need another PC account.
 
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I'm grinding credits right now because I'm about to unlock Prismatic Shields and I want to be able to buy a lifetime supply before I defect.

I'd also like to build up a mini-fleet and transfer it out to Colonia, which won't be cheap.

A thirteen-digit account balance is a worthy aspiration, I feel like.
 
The problem with punitive costs for ship rebuys (or repairs) is it would simply make players risk averse, and the whole point of playing the game is to have fun, try out things, potentially fail so you can figure out how to succeed.

A player might decide they want to try the challenge of a high ranking assassination mission, or perhaps they want to get better in CZ. Each time they 'take a chance' and fail the game punishes them?

It's a game, neither the credits nor anything else in it mean anything, they are there simply to allow us players to have a bit of fun flying spaceships. I do understand the 'lack of consequence issues', particularly for long time players (and I am one, been playing since beta), but rather than spend time adding in more complex credit sink mechanisms, I'd personally prefer it if the devs created a few different planetary scan locations (as an example) so that instead of earning 3 million a pop for doing something I've done hundreds of times and that takes about a minute in the SRV, every few months it was a little different and gave me something to think about. :)
 
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