Forums » Suggestions
Ship Prices
As a step towards a more realistic and functional economy... make ships prices much higher. Say starting at 500,000 for anything out of the EC series.
Off set the financial ruin of losing ships with varying levels of ships insurance, which pay out 10-70% of ships cost. Insurance would only cover the ship, not add ons or cargo and would not pay out in Hive Skirms or border wars.
It would also be more realistic. I mean my favorite combat ship cost me less than my television (which is insured against damage).
Off set the financial ruin of losing ships with varying levels of ships insurance, which pay out 10-70% of ships cost. Insurance would only cover the ship, not add ons or cargo and would not pay out in Hive Skirms or border wars.
It would also be more realistic. I mean my favorite combat ship cost me less than my television (which is insured against damage).
+1 to exponentially increase ships prices, increasing even more the difference from basic to top models, and between models
-1 to insurance. Maybe if only valid inside native nation... but no company would be stupid enough to cover grayspace risks, even more when you consider how transitory death is... many times just a faster shortcut!
-1 to insurance. Maybe if only valid inside native nation... but no company would be stupid enough to cover grayspace risks, even more when you consider how transitory death is... many times just a faster shortcut!
Gods yes to higher prices; no to insurance. Repair costs should come down (by around 25% for normal ships, 50% for high-end combat, piracy, and trade ships) once this happens - replacement should be discouraged, survival encouraged.
Oh god no. The real world has more than enough insurance for an entire universe...
Im sure some ships could do with a price adjustment though +1 for that.
Im sure some ships could do with a price adjustment though +1 for that.
I'd fill every station in the universe with EC-104s. Bought at 1k, sold for 500k.
Mission credit rewards would need to be increased.
Mission credit rewards would need to be increased.
Take an escort mission some time. I've gotten nearly a million from a 3 wormhole convoy. It's just the luck of the draw with what they're carrying.
Current ships would need to resell at present prices, obviously.
As for convoy rewards, a cargo scanner is your best friend.
As for convoy rewards, a cargo scanner is your best friend.
When the costs of the Valkyrie X-1 and other "elite" ships were increased, previously bought ships were able to be sold for a higher price. I expect the developers will leave that feature if they increase ship prices again.
+1
But, ships that costs 500,000c should cost no more then 50,000 (10%) to fully repair. Otherwise, every time you go out will cost you alot more then most players have (I'm not talking Ecka here, but average player).
Some ship models should remain more "attainable" though. But having expensive (eg, 1,000,000+ for an X1) ships would just give new players something to work towards. Right now, you can buy everything in the game after a few days of play-time. Almost discouraging to stick around past a month, because there's nothing left to work for. I know cap-ships will cost an arm&leg in terms of time/effort to build them, but having a better credit sink on regular ships wouldn't hurt either. Repairs should remain what they are now, to keep everyone from going bankrupt when they try to play (and free repairs in conquerable stations from becoming too much overpowered).
But, ships that costs 500,000c should cost no more then 50,000 (10%) to fully repair. Otherwise, every time you go out will cost you alot more then most players have (I'm not talking Ecka here, but average player).
Some ship models should remain more "attainable" though. But having expensive (eg, 1,000,000+ for an X1) ships would just give new players something to work towards. Right now, you can buy everything in the game after a few days of play-time. Almost discouraging to stick around past a month, because there's nothing left to work for. I know cap-ships will cost an arm&leg in terms of time/effort to build them, but having a better credit sink on regular ships wouldn't hurt either. Repairs should remain what they are now, to keep everyone from going bankrupt when they try to play (and free repairs in conquerable stations from becoming too much overpowered).
-1 Don't like this idea(at least at the price suggested). I left another popular MMO because the player run economy meant high prices and piloting for fun was a far too much work. It was more of a job.
Lets not cut our knees off with arbitrarily priced ships.
Prices for ships were raised once before, and item/commodity profits were decimated with depreciation.
From what I understand, ships would eventually be 'craftable' items with their prices tied to the effort/resources/time required to craft said ships in conjunction with the supply and demand of a market.
And, of course, as stated by wordan, with any market that exchanges items/money without regard to the multitude of people that make up that market, it is highly likely for inflated prices on items to occur, therefore requiring more items/money to be gained before purchasing from the market. In essence, making the game a 'job'.
So, the prices on various items/ships would likely have to be capped to be acquired in a reasonable time based on the normal/typical accumulation of items/money directly from game mechanics such as hive hunting, mining missions, trade missions, etc.
[EDIT]
In relation to insurance, that would be a welcoming option if and only if, the manner in which it is implemented doesn't make it an annoyingly necessary and expensive attribute.
Prices for ships were raised once before, and item/commodity profits were decimated with depreciation.
From what I understand, ships would eventually be 'craftable' items with their prices tied to the effort/resources/time required to craft said ships in conjunction with the supply and demand of a market.
And, of course, as stated by wordan, with any market that exchanges items/money without regard to the multitude of people that make up that market, it is highly likely for inflated prices on items to occur, therefore requiring more items/money to be gained before purchasing from the market. In essence, making the game a 'job'.
So, the prices on various items/ships would likely have to be capped to be acquired in a reasonable time based on the normal/typical accumulation of items/money directly from game mechanics such as hive hunting, mining missions, trade missions, etc.
[EDIT]
In relation to insurance, that would be a welcoming option if and only if, the manner in which it is implemented doesn't make it an annoyingly necessary and expensive attribute.
I would agree with Surbius, in the long term ship prices should be dynamic and reflect the supply of goods delivered to a station by players and npcs. In turn the prices paid for those goods should reflect the demand for ships ( or anything else ) obtainable from stations.
I understand that until there is a full dynamic economy ship prices have to be static.
However, making them extremely expensive would discourage new players from getting into the really exciting pvp/pve areas of the game. Those are the areas that show vo at its best, and encourage folk to continue playing.
For that simple reason I would be against massive price increases.
I understand that until there is a full dynamic economy ship prices have to be static.
However, making them extremely expensive would discourage new players from getting into the really exciting pvp/pve areas of the game. Those are the areas that show vo at its best, and encourage folk to continue playing.
For that simple reason I would be against massive price increases.
-1
Ships cost too much already.
:)
Ships cost too much already.
:)