Disclaimer: Obviously numbers are subject to change but CIG have repeatedly shown that ships are high value assets and income is low value, the suggested in-game price for the Polaris as an example (25m-30m UEC), CR talking about hard and fast ramp up for ship cost etc and at the opposite end, the low amount one earns for trading/mining etc in the PU.
Towards the end of the stream they visited a ship dealer on Hurston where we got to see in-game prices for a few ships. The cost and time involved based on the mission they had just undertaken made those prices seem extortionate, ie 4000 UEC for an hour long mission with an upper mid-range ship costing 21.5 million UEC (so over 5000 hours to obtain at that UEC p/hr ratio).
These numbers are based on income being 2.5x higher than what was obtained in the demo
- Aegis Hammerhead: 21.4 million UEC, this $650 ship now costs $21,429 in game, will take 2143 hours to earn which is almost 2 years at 3 hours per night.
- MISC Prospector: 1.6 million UEC, this $155 ship now costs $1620 in game and will take 162 hrs, almost 2 months at 3 hours per night.
- Origin 85X: 616,000, this $50 ship now costs $616 in game and takes 62 hours, almost 3 weeks at 3hr p/night.
- Aurora LX: 220,900, this $30 ship now costs $220 in game and takes 22 hours, about 1 week at 3hr p/night.
The question then, is how long will it take to earn a $1000, a $1500 or a $2500 spaceship?
My concern is that this will just push people away from the game, not only will it create a mega-disparity between those that have bought ships and those that haven't but it will also make grindy F2P games look like an absolute breeze, it is masochism on a whole new level.
When Elite started it would take about 2-3 weeks to earn the top end ship and people found that way too intensive. Once you had the hull you then needed to A-grade the modules which could quadruple the value of your ship. SC will be doing something similar, are people really going to spend 6000 hours maxing out their ships? That's almost 6 years maxing out a single $650 ship...
I can understand that CIG need to give wallet warriors value for their money but do they only want wallet warriors playing the game?
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But in your whole post, you don't mention renting once, and this is what the dev responded on the Angry Joe interview:
On the 2nd part with Tony, the timestamp is around 20:13
As you can rent ships, you can engage into higher tiers of earning, say renting a bigger cargo shjp = bigger trade runs = more earning, of course renting will likely impose things like "you can't upgrade/customize components", but it already frees up the grind bar, WHILE keeping the ownership of the ship itself attractive.
So this is not a huge issue because of both mechanics of ownership and renting co-existing, it will not be a face-on "you have to grind forever to get this expensive ship".
About ships like the Hammerhead, as it was stated before, the capital ships are meant for guilds to work together to obtain, not for solo players, and the cost gap of many millions shows it.
And I do think that the game won't balance capital ships for solo players to earn alone, otherwise, the guilds would be able to earn capital ships too easily. Wouldn't you agree?
It is one opinion based on what we know, but for some reason, the renting mechanic even exists on the design, the direction was very to what now is much clearer, ships are to be valuable against the game earning rates, BUT to ease up on how imposing grind will be (such as not force you to play with X ship for weeks or months just to buy another), allowing the ability to play with new ships without owning them. From what Tony and such described, the design does make sense, the execution will be what happens next as Hurston now releasing with the ownership bit first.
Well that is the pledges as we know, but even those who buy, a lot of those people I know are building up their own guild fleets, the NPC crews are meant to be there on the solo player crewed ship, and on the multi-crew player crewed ship from what is mentioned, but the devs are conservative on ever saying the AI will ever be as good or better than players, it's because a player crew can far more effective and dynamic than an AI with scripted behaviors and I think a lot of people already got the message, you can but "not as effective".
I do think that capitals must be guild play, if you put yourself on the designer eyes, and you want guilds to work together for something, then you want them to work for capitals, if you ever make the earning rates so solo players could earn capitals, guilds would easily burn through the grind bar and devalue what you want to be valuable and hard to get (it won't be fair to solo players either way).
Now it gets quite clear they want the ownership of ships to be valuable against the earning rates, the capital ships to be earned by guilds and the renting system to allow players to play with different ships without a massive of grind while keeping the players want to own the ship (so they'll grind for it anyway just with more freedom).
So if you want to discuss only what the numbers that appeared on the demo, you can, but only by ignoring the whole picture as this all ties together into what economy and progression will be.
Also your bit on the pirates ship only last for the session, when that was mentioned and there was quite the strong feedback on it, they brought it back on design, but it's much harsher if you watch the whole interview he also describes on more detail, you can play with it, due to it marked as stolen your life will be much harder (they're likely trying to push into into scrap the ship or something to sell instead of injecting a sorts of "free ship generation system" into the insurance mechanic one they get stolen).
I have to smile when I see people saying, well then this isn't the game for you, because one, there is no launched game yet, and two telling people the game isn't for them during alpha when the game isn't finished is questionable to say the least. That's making a big assumption that what's being planned will actually be in the game exactly as written. I'm sure the early backers can tell you it ain't so.
I feel this way about any game that's still in alpha or early beta as a game can change a lot before launch and a lot of games are still being completed for years afterwards.
"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
Capital ships make sense to not be obtained by solo players, where does this makes any sense? Make capitals obtainable by solo players, guilds will be able to get like what, dozens of capital ships easily just by member contributions? The valuation will be ruined and the game will no hard progression for guilds.
When you think on the whole picture, I think you can understand why they MUST be expensive, or they have to be easy to lose (and the later is the ship that already sailed).
They do send a clear message though, buying ships with ingame currency is not going to be trivial.
There may also be a hidden message there, something like "Buy it now with real money while you still can !"
Where to start?
First, I'm not taking any sides but, I think it's just too early to discuss this topic.
Buying ships in game is the gear treadmill. Releasing new powerful ships in order to beat New powerful missions (DLC/Expansion), will be the power creep.
Secondly, I initially planned to buy a decent starter ship (I got the Cutlass Black) and a money-maker ship (hauler for sure, which one depends on CIG).
However, I saw high in-game prices coming and decided that I would upgrade it all into bigger more expensive ships for the very same purpose of this topic. I already saw this coming.
The problem recently has been that CIG has yet to prove gimmicks they create to sell ships, actually work.
Lately, I have doubts they can make modules work on a Cat, spindles work on the Hull Series, AI to man turrets, etc. There is zero proof that these gimmicks work. Zero (at least we have a broken FOIP).
So the current plan is to do nothing but wait. IF CIG can release a game with the features they make-up during interviews (lol), I'll pull the trigger on large purchases on the last ship sale before launch. Until then, no way.
Your points are valid and should be considered by all players.
25 players is exactly one half of the possible server population.
Definitely on a roll...
#spottygekko said it all bellow so no need to expand on why it's premature premature to concern about economy and grind based on that demo.
It's also possible that the mission shown in the demo is low-level and therefore had a very low payout. It certainly wasn't a "hard" mission, 90% of it felt like travel time...
Very little can really be deduced regarding actual post-launch game play, because we don't know the costs of things like ship rentals yet. Those kinds of features could potentially have a significant effect on a player's earning rate in the game, because it gives them access to considerably more combat power than they could hope to "own" with limited funds.
I backed this game in the beginning and it has turned into a money grabbing fiasco. I hope it fails miserably and I hope all of you spending ridiculous money on pixels lose everything you put into it. You deserve nothing less. I only hope a lesson is learned from this and it never happens again.