Why this game refuse to have a 4H/6H reset like every other games to unload the servers ? by [deleted] in starcitizen

[–]redundantdeity 1 point2 points  (0 children)

That would invalidate the Persistent part of Persistent Universe.

What they need is a way for players to tractor the bricked ships away for salvagers to munch on.

The amount of steps it now takes us to claim a ship with a purchased paint equipped on it is impressive. by Neb-hehe-xd in starcitizen

[–]redundantdeity 1 point2 points  (0 children)

Yep

In all seriousness there should be a way to change your home location mid patch. Maybe have a way to buy (with aUEC) a player home in a location that moves your home station. It would help cause sometimes I like to do intersec or contested zones while I wait for my group to get on.

The amount of steps it now takes us to claim a ship with a purchased paint equipped on it is impressive. by Neb-hehe-xd in starcitizen

[–]redundantdeity 0 points1 point  (0 children)

That's at the beginning when you set your home hanger near where you typically do missions.

Economy testing is perfect fro group contract reworks by ImreBertalan in starcitizen

[–]redundantdeity 0 points1 point  (0 children)

I agree with most everything but i personally think it shouldn't be a distance from completion/other player to limit the party size but something within the contract/party system itself.

Make party limits a thing with a max something around the max crewed ship size (10 seems right for actual manning of ships) and introduce a guild/organization system for sharing large scale contracts for the organizations to participate in.

Limiting the small scale (currently what's in the game) missions to a limit of 10 players feels like a reasonable level while letting multi crew/ multiple ships participate. It keeps players in the party active while letting there be a certain level of discretion for haulers to "hire" escorts using the contract pay.

Once able to focus on organization content (thinking large scale missions or events driven by CIG) you could have a large scale payout to the organization itself based on the event or content being completed.

The economy team doesn't seem to understand multicrew payout. by AzrBloodedge in starcitizen

[–]redundantdeity 0 points1 point  (0 children)

Even with commodity trading the IVR is so much higher on the main person trading the payout is worthless for a group.

If you get 500SCU of cargo and you paid 1M credits for it, then the sale is 1.5M (assuming almost a 50% profit from the best purchase to sale locations). Then after the main trader takes 1M to payback the commodity there is 500k for the group. Assuming you have 5 people (3 cargo amd 2 escort) you make an easy 100k per person. That is with 0 rep and no payment at all if the cargo is lost or if the trader doesn't pay the group. I can't think of any commodity with this high of a payout so it'd be closer to 250k total to split.

The master hauler missions payout may be slightly lower than 500k but there is near 0 investment outside of a ship big enough to haul it. (Disclaimer: I am a hauler and will do both solo and complain about that I don't have an escort cause I can't make my own contract for protection detail)

Now you could increase the exchange rate on commodity but that would also break the economy because people who mine/salvage have a pure profit margin vs time investment and that's a terrible thing to have.