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Ship Pricing And Earnings Discussion

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  • BeansnBreadBeansnBread Member EpicPosts: 7,254
    Oriphus said:
    BeansnBread said:
     If you pay more right off the bat, you have a huge advantage over people that didn't off the bat.

    That will probably be the case. However, I like to kill those people :pleased:
    Yes, but they will likely have fun killing you more often because they purchased better stuff. There is some strange assumption happening that the people that spend a lot of money aren't also going to be good at the game. I highly doubt this will be the case. You can disagree, but I personally find that when people are invested more, they care more. 
  • azarhalazarhal Member RarePosts: 1,402
    The most hilarious part of the whole argument between the 10000 vs the 10 cargo units is that the 10k will have to be manually loaded as much as the 10 one will and chance the 10k cu ship can't land on stations/planets so that means multiple Argo trips that also need to be loaded. See cargo interaction for some info and example on the subject.

    I don't want to think how long fully loading a Hull-E is going to take nor how much it's going to cost to get it loaded...

  • BeansnBreadBeansnBread Member EpicPosts: 7,254
    azarhal said:
    The most hilarious part of the whole argument between the 10000 vs the 10 cargo units is that the 10k will have to be manually loaded as much as the 10 one will and chance the 10k cu ship can't land on stations/planets so that means multiple Argo trips that also need to be loaded. See cargo interaction for some info and example on the subject.

    I don't want to think how long fully loading a Hull-E is going to take nor how much it's going to cost to get it loaded...

    100k, not 10k. And your argument is bad because 100k is almost 100k more than 10.
  • azarhalazarhal Member RarePosts: 1,402
    azarhal said:
    The most hilarious part of the whole argument between the 10000 vs the 10 cargo units is that the 10k will have to be manually loaded as much as the 10 one will and chance the 10k cu ship can't land on stations/planets so that means multiple Argo trips that also need to be loaded. See cargo interaction for some info and example on the subject.

    I don't want to think how long fully loading a Hull-E is going to take nor how much it's going to cost to get it loaded...

    100k, not 10k. And your argument is bad because 100k is almost 100k more than 10.
    I was just expressing why I found it hilarious that you ignore all of the gameplay mechanics the game will have just to complain that someone will make a bigger pay check then you regardless of how much he had to invest in-game to make it happen.

    I'm personally feeling kinda sorry for the Hull-E owners, it will probably take hours to load their ship.
  • BeansnBreadBeansnBread Member EpicPosts: 7,254
    azarhal said:
    azarhal said:
    The most hilarious part of the whole argument between the 10000 vs the 10 cargo units is that the 10k will have to be manually loaded as much as the 10 one will and chance the 10k cu ship can't land on stations/planets so that means multiple Argo trips that also need to be loaded. See cargo interaction for some info and example on the subject.

    I don't want to think how long fully loading a Hull-E is going to take nor how much it's going to cost to get it loaded...

    100k, not 10k. And your argument is bad because 100k is almost 100k more than 10.
    I was just expressing why I found it hilarious that you ignore all of the gameplay mechanics the game will have just to complain that someone will make a bigger pay check then you regardless of how much he had to invest in-game to make it happen.

    I'm personally feeling kinda sorry for the Hull-E owners, it will probably take hours to load their ship.
    Yeah, sounds hilarious.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    azarhal said:
    I'm personally feeling kinda sorry for the Hull-E owners, it will probably take hours to load their ship.
    This is where the game costs for high tiers kick in. The Hull-E requiring crew to work properly. Then it's when the real balance is done, depending of how expensive NPC crew gets to maintain vs hiring player crew.

    One ship like the Hull-E can't be a "solo" ship, it certainly can be possible but that'd be such an good target due its immense cargo, it certainly shall fall into hiring escort protection, or being part of one Organization with one.
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    People are already collecting ships to use as currency one day.  There's no limit on the number of ships you can have.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • ErillionErillion Member EpicPosts: 10,328
    azarhal said:
    azarhal said:
    The most hilarious part of the whole argument between the 10000 vs the 10 cargo units is that the 10k will have to be manually loaded as much as the 10 one will and chance the 10k cu ship can't land on stations/planets so that means multiple Argo trips that also need to be loaded. See cargo interaction for some info and example on the subject.

    I don't want to think how long fully loading a Hull-E is going to take nor how much it's going to cost to get it loaded...

    100k, not 10k. And your argument is bad because 100k is almost 100k more than 10.
    I was just expressing why I found it hilarious that you ignore all of the gameplay mechanics the game will have just to complain that someone will make a bigger pay check then you regardless of how much he had to invest in-game to make it happen.

    I'm personally feeling kinda sorry for the Hull-E owners, it will probably take hours to load their ship.
    To understand that some people would need to know the gameplay mechanics  like cargo interaction first .... and some people obviously do not know them. Or do not want to know them, as it ruins their narrative.

    If pointing out an obvious lack of knowledge and unwillingness to get even basic information about a game and its mechanics is character assassination ....


    Have fun
  • ErillionErillion Member EpicPosts: 10,328
    People are already collecting ships to use as currency one day.  There's no limit on the number of ships you can have.
    Those people better use their small window of opportunity at the start of the game.

    Because after a few weeks ships bought with in game money will be plentyful and easy to get, as people shift around between various ship types and sell their old rides for in game money to finance their new rides.


    Have fun
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    Erillion said:
    People are already collecting ships to use as currency one day.  There's no limit on the number of ships you can have.
    Those people better use their small window of opportunity at the start of the game.

    Because after a few weeks ships bought with in game money will be plentyful and easy to get, as people shift around between various ship types and sell their old rides for in game money to finance their new rides.


    Have fun
    A tight guild with a fleet who has figured the trades routes out and other things during beta will dominate trade and certain areas in a very short time.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    A tight guild with a fleet who has figured the trades routes out and other things during beta will dominate trade and certain areas in a very short time.
    It really depends on how AI is set to control the flow of what happens on the system. One organization with high amounts of players will certainly be able to organize a secure trade route that would defend against AI pirates and player pirates.

    However on the other hand, the pirate is one gameplay as equality rewarding, it's not set to be the "bad players", making it interesting to see if the game will generate quests and so on to Pirate Players (side of AI) to attack that same trade route.

    Then it depends whenever the route would be on monitored or not space, if on non-monitored space it would be a PvP War to maintain things as trading routes, mining locations, etc...
  • azarhalazarhal Member RarePosts: 1,402
    MaxBacon said:

    One ship like the Hull-E can't be a "solo" ship, it certainly can be possible but that'd be such an good target due its immense cargo, it certainly shall fall into hiring escort protection, or being part of one Organization with one.
    Speaking of being a target. You'll need a lot of ships or another Hull-E to steal all that cargo and you will need manpower to transfer it over fast otherwise reinforcement is going to show up and crash your party. Those big ship are as much "org trade ship" as they will be "pirate org targets". But going by the baby PU that doesn't matter much, some crazy dude will try to blow all of it up at some point.
  • ErillionErillion Member EpicPosts: 10,328
    Hulkageddon SC style? ;-)


    Have fun
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    MaxBacon said:
    A tight guild with a fleet who has figured the trades routes out and other things during beta will dominate trade and certain areas in a very short time.
    It really depends on how AI is set to control the flow of what happens on the system. One organization with high amounts of players will certainly be able to organize a secure trade route that would defend against AI pirates and player pirates.

    However on the other hand, the pirate is one gameplay as equality rewarding, it's not set to be the "bad players", making it interesting to see if the game will generate quests and so on to Pirate Players (side of AI) to attack that same trade route.

    Then it depends whenever the route would be on monitored or not space, if on non-monitored space it would be a PvP War to maintain things as trading routes, mining locations, etc...
    I heard that it was planned that pirates get negative rep which would prevent them from doing a lot of stuff regular pilots do, this is supposed to cut down on ganking in open PvP areas, like quests hubs and such.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,502
    edited August 2016
    azarhal said:
    The most hilarious part of the whole argument between the 10000 vs the 10 cargo units is that the 10k will have to be manually loaded as much as the 10 one will and chance the 10k cu ship can't land on stations/planets so that means multiple Argo trips that also need to be loaded. See cargo interaction for some info and example on the subject.

    I don't want to think how long fully loading a Hull-E is going to take nor how much it's going to cost to get it loaded...


    Oh lord...If you were manually loading your ship at the rate of 1 cargo unit every 15 seconds it would take 416 hours to load something like the Hull-E....

    Do you honestly think that people who have spent hundreds of dollars on a single spaceship rather than earn it in game are going to have the patience to manually load their ship?

    The sides of the cargo containers are 10's of meters in height. It would be thouroughly unpractical to even consider manually loading such a thing.
    On the bigger ships it's obvious there will be gantrys in place for loading / unloading, similar to what you'd find on dockyards.


    Post edited by rpmcmurphy on
  • azarhalazarhal Member RarePosts: 1,402
    Erillion said:
    Hulkageddon SC style? ;-)

    With 20 players? hehehehe
  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,502
    edited August 2016
    MaxBacon said:
    azarhal said:
    I'm personally feeling kinda sorry for the Hull-E owners, it will probably take hours to load their ship.
    This is where the game costs for high tiers kick in. The Hull-E requiring crew to work properly. Then it's when the real balance is done, depending of how expensive NPC crew gets to maintain vs hiring player crew.

    One ship like the Hull-E can't be a "solo" ship, it certainly can be possible but that'd be such an good target due its immense cargo, it certainly shall fall into hiring escort protection, or being part of one Organization with one.

    It doesn't matter what the cost is, there's no linearity when you're dealing with things of this scale.
    Bear in mind that the mission demonstrated at Gamescom was paying in the region of 6000 UEC per hour, so we'll use this as a basic hourly rate.

    Aurora guy takes 1 hour to do his trade drop and makes 6000 UEC profit, he manages 4 drops in the same time the Hull-E does 1. He makes a grand profit of 24,000 UEC in those 4 hours.

    Hull-E guy moves 100,000 units with a profit of 600 UEC per unit which means he makes 60,000,000 UEC for a single run.  Lets assume he has 10 crew members and he pays them the going rate of 6000 UEC p/hr with a bonus of 6000 UEC for completion. He still walks away with 59,700,000 UEC in profit.

    Almost 2500x the profit of the poor Aurora guy who's sipping his cocktail and smiling at the Hull-E bloke because he got there first...
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited August 2016
    I heard that it was planned that pirates get negative rep which would prevent them from doing a lot of stuff regular pilots do, this is supposed to cut down on ganking in open PvP areas, like quests hubs and such.
    To clarify that.

    Being a pirate is a whole layer of gameplay for SC, not a "bad player limitation", while you having a good rep towards UEE, the way they described it seems if you approach the pirate base where the pirate players would spawn, you wouldn't be allowed there without players or the AI engaging with you. The same thing for a pirate going to a place like Port Olisar.

    While it cuts on some things, it adds on others. On quests they shalll be generated based on your REP, like you see that early defense quest of the FPS Station currently in-game, good rep gets the defense, bad rep player gets the one to hack the station.


    rpmcmurphy said:
    Almost 2500x the profit of the poor Aurora guy who's sipping his cocktail and smiling at the Hull-E bloke because he got there first...
    If it is generated by the game it's limited, by other players (transporting cargo for orgs and such) then it's up to your capacity. But it's interesting for me because if something like the Hull-E is able to make large amounts of UEC in a decent short amount of time, then i'd apply for crew or escort of something like that and get more revenue from doing that, than doing that solo with a lower tier ship. :)
  • azarhalazarhal Member RarePosts: 1,402
    MaxBacon said:
    azarhal said:
    I'm personally feeling kinda sorry for the Hull-E owners, it will probably take hours to load their ship.
    This is where the game costs for high tiers kick in. The Hull-E requiring crew to work properly. Then it's when the real balance is done, depending of how expensive NPC crew gets to maintain vs hiring player crew.

    One ship like the Hull-E can't be a "solo" ship, it certainly can be possible but that'd be such an good target due its immense cargo, it certainly shall fall into hiring escort protection, or being part of one Organization with one.

    It doesn't matter what the cost is, there's no linearity when you're dealing with things of this scale.
    Bear in mind that the mission demonstrated at Gamescom was paying in the region of 6000 UEC per hour, so we'll use this as a basic hourly rate.

    Aurora guy takes 1 hour to do his trade drop and makes 6000 UEC profit, he manages 4 drops in the same time the Hull-E does 1. He makes a grand profit of 24,000 UEC in those 4 hours.

    Hull-E guy moves 100,000 units with a profit of 600 UEC per unit which means he makes 60,000,000 UEC for a single run.  Lets assume he has 10 crew members and he pays them the going rate of 6000 UEC p/hr with a bonus of 6000 UEC for completion. He still walks away with 59,700,000 UEC in profit.

    Almost 2500x the profit of the poor Aurora guy who's sipping his cocktail and smiling at the Hull-E bloke because he got there first...
    The Gamescom mission wasn't 6000 UEC profit per hour, it was 6000 UEC revenue per hour. That doesn't even cover the unit cost of the cheapest missile in-game already, just saying.

    You also assume that loading, travelling and unloading the Hull-E will take less than one hour for 10 people.  The ship can't land on station or planets (it's over 300m long). Not only do you have to load and unload all the containers to the Hull-E (it's the biggest ship in this pic), you need to do it with a smaller ship. Then you also have to load and unload all the stuff inside each of the containers as well as buying and selling them to merchants.

    Sure once all is sold you'll have a big amount of money, but that doesn't most of it is profit.
  • Turrican187Turrican187 Member UncommonPosts: 787
    I really can't believe it, you guys are really arguing that bigger/better/faster ships don't have any advantages over an Aurora?
    All this just to defend that this game is not P2W?
    You all know nothing about game mechanics that will be in place for welll almost anything. At the moment you can run around, fly and loot. You are speculating about stuff that is neither implemented nor tested with arguments that I would expect in an elementary school ...

    When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
    The cake is a lie.

  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,502
    azarhal said:
    The Gamescom mission wasn't 6000 UEC profit per hour, it was 6000 UEC revenue per hour. That doesn't even cover the unit cost of the cheapest missile in-game already, just saying.

    You also assume that loading, travelling and unloading the Hull-E will take less than one hour for 10 people.  The ship can't land on station or planets (it's over 300m long). Not only do you have to load and unload all the containers to the Hull-E (it's the biggest ship in this pic), you need to do it with a smaller ship. Then you also have to load and unload all the stuff inside each of the containers as well as buying and selling them to merchants.

    Sure once all is sold you'll have a big amount of money, but that doesn't most of it is profit.

    See this is why it's all a load of balooney. Who is going to do a mission that takes 1 hour just to buy a single missile?

    No, I said 1 hour for the Aurora and 4 hours for the Hull-E.
  • azarhalazarhal Member RarePosts: 1,402
    edited August 2016
    See this is why it's all a load of balooney. Who is going to do a mission that takes 1 hour just to buy a single missile?

    You clearly never played Privateer or Privateer 2. I was always broke :cry: and loved every minute of it.
    Post edited by azarhal on
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    azarhal said
    Speaking of being a target. You'll need a lot of ships or another Hull-E to steal all that cargo and you will need manpower to transfer it over fast otherwise reinforcement is going to show up and crash your party. Those big ship are as much "org trade ship" as they will be "pirate org targets". But going by the baby PU that doesn't matter much, some crazy dude will try to blow all of it up at some point.
    Yeah it's so big and such an easy target if it wasn't an ship meant to group play. I wouldn't bet any money on people risking a massive cargo by going solo on a trade route on the higher tier cargo ships.

    It's not only about owning that ship, it goes beyond that, and the group play to goes with it, that'd be escorts, etc... can be interesting if the gap on earning is set to be big as its hinted at, the group play with those high tier ships can be more rewarding than you with your small solo cargo ship.
  • azarhalazarhal Member RarePosts: 1,402
    MaxBacon said:
    It's not only about owning that ship, it goes beyond that, and the group play to goes with it, that'd be escorts, etc... can be interesting if the gap on earning is set to be big as its hinted at, the group play with those high tier ships can be more rewarding than you with your small solo cargo ship.

    Just to make a profit, the Hull-E missions/trading will have to be very rewarding otherwise people will be broke fast with the cost of the loading/unloading and escort personnel (NPC or players). I doubt escorting missions for such a ship are going to be as cheap as 6000 credits/hour. You can make more than that by turning on comm relay in an hour already.
  • KefoKefo Member EpicPosts: 4,229
    azarhal said:
    MaxBacon said:
    It's not only about owning that ship, it goes beyond that, and the group play to goes with it, that'd be escorts, etc... can be interesting if the gap on earning is set to be big as its hinted at, the group play with those high tier ships can be more rewarding than you with your small solo cargo ship.

    Just to make a profit, the Hull-E missions/trading will have to be very rewarding otherwise people will be broke fast with the cost of the loading/unloading and escort personnel (NPC or players). I doubt escorting missions for such a ship are going to be as cheap as 6000 credits/hour. You can make more than that by turning on comm relay in an hour already.
    Would depend on what's being transported and how dangerous it is. I wouldn't expect to be paid much if it was a few systems away and unless you know what the person gets for the goods it will be hard to judge if you are getting ripped off or not
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