Off the top of my head, things to do to get 1-2MCr or more in first 10-15 minutes:photomankc wrote: ↑Tue, 4. Jun 19, 16:09 Maybe each play-through is different enough, but I don't get this. I'm not really dialed into every nuance even now but I had heard about crystal mining and after running about in my starter ship doing missions and upgrading for a couple of nights I wanted to fight more and not be forced to run so I wanted a new ship. I started mining and it took me most of an evening to discover and mine enough to buy that ship without giving up my starter to get into a Nova with good weapons and shields and deployables and some credits left over to work with.
2. Two-three of the above + follow initial stages of the plot (they gift you 225k).
3. Crystal mining, egg mining (they even flash a tip in your face that that is profitable). This one varies, but once you learn how and where, it's profits with almost zero downsides (literally zero for crystals).
4. Loot gathering.
5. Crafting.
6. Capturing any S ship, be it pirate or otherwise. With bail rates as they are right now it's a piece of cake. Even M is not reaching, although you'd probably want a stronger gun, but certainly doable with starter as well. No penalties whatsoever. Profits could easily exceed 500k from one capture.
And? Is that bad or good? I posit that's good, for the very first start.Admittedly, I didn't go about this as 'serious business', I was a casual player just sort of exploring and looking at stations and other cool stuff. In no way was I in my next ship in 30 minutes.
Indeed, that is why I disagree that S ships shouldn't have a travel drive at all. They should, just not installed by default (or maybe a starter version in some game starts). This just creates another goal: "I don't want to be slugging all the time".I would not have enjoyed being forced to move at nothing other than cruise speed early on just to slow me down.
And if you don't like to play as is, don't play. I've heard this argument before, many times, for many games. As I said initially, the only way to not advance in X4 is to not do literally anything. So of course this argument "works". But I would like it, in this game, to be "make your own way using tools at hand" instead of "willfully discard gimmicks to make game interesting". I want to experience as much of the game as possible, without those experiences ruining the fun of it.This reminds me of the Skyrim people that wanted everyone forced to walk or ride everywhere because fast travel made it too easy. You want to walk, fine... walk. Don't want to go crystal mining, don't go. SETA and Autotrade bother you, don't SETA.
I absolutely agree. But don't forget that "interesting things to do" most certainly include applying one of the four so called corner stones of the series (the "Think"), to devising a plan for yourself for getting out of the rags. The game as is provides exactly zero inclination to do so, half the content is already served on a silver platter, you just need a bit of money; the other half is reached with no difficulty at all.What would make the early game more interesting, is interesting things to do. Rescue a lost pilot that leads to more plot missions down the road. The need to fight, explore, trade or interact to gain the materials for our research, and things along this line. Just the research tree alone a huge skeleton that many plots could hang from. Making my ship slow so it takes longer to go from here to there is not in itself interesting even if it does extend the game. So many games use increased grind to substitute for depth that I actually enjoy the fact that the grind in this one is not that bad.