Best Of
Re: Announcements post #82: New Celestine Storyteller.
Hey Ascendants and everyone else!
I want to say I'm really excited to work with you all so please, please send me lots of messages here and in game with your ideas and input, no matter how big or small or strange (like Clover's desire to freeze the Eckin). We'll have lots of fun and yes, I will make you breakfast because I love cooking for people.
I want to say I'm really excited to work with you all so please, please send me lots of messages here and in game with your ideas and input, no matter how big or small or strange (like Clover's desire to freeze the Eckin). We'll have lots of fun and yes, I will make you breakfast because I love cooking for people.
Dzuuja
5
Announcements post #82: New Celestine Storyteller.
<pre>From: Starmaker Eukelade
Subject: New Celestine Storyteller.
Hi, Starmourners!
Please join me in giving a warm welcome to your new Celestine Ascendancy Storyteller, Dzuuja. She is here to assist in making the world seem more lively and colorful, animate npcs, build cool stuff, and assist the players in the Celestine Ascendancy with moving their plots forward.
While Dzuuja (and the rest of us!) do have some plots and plans brewing, keep in mind that our Storytellers are volunteers! So treat them like Mr Rogers would want you to treat them, and we'll all get along just fine.
Dzuuja has a lot of ideas, has a fantastic passion for roleplay, and loves eating biscuits and gravy with bacon. We're excited to work with her! (And not just because we hope she makes us breakfast one day.)
Happy Sunday!</pre>
Subject: New Celestine Storyteller.
Hi, Starmourners!
Please join me in giving a warm welcome to your new Celestine Ascendancy Storyteller, Dzuuja. She is here to assist in making the world seem more lively and colorful, animate npcs, build cool stuff, and assist the players in the Celestine Ascendancy with moving their plots forward.
While Dzuuja (and the rest of us!) do have some plots and plans brewing, keep in mind that our Storytellers are volunteers! So treat them like Mr Rogers would want you to treat them, and we'll all get along just fine.
Dzuuja has a lot of ideas, has a fantastic passion for roleplay, and loves eating biscuits and gravy with bacon. We're excited to work with her! (And not just because we hope she makes us breakfast one day.)
Happy Sunday!</pre>
Re: "Notice me Senpai!" - A guide to getting Storyteller/Admin RP
This is fantastic! I have a few things to add here:
0.1. Why is Soren the example of LOL ADMIN SCREWED UP? Actually, don't answer that.
1. Essentially what Flip already said, but: don't talk to the same NPC every day for a week or a month and get disheartened if nobody replies. Sometimes nobody is around to see it, they're busy with other things, etc. We can't actually tell if you've been talking to an NPC if we're not there when it happens, so if you're really interested in getting something started but nobody seems responsive, please send a message so we can schedule something! I love messages!
2. If you came from another game, we might have a smaller team than you're used to. Until recently it was pretty much just Eukelade and I, and Eukelade is very busy with assistant producer things. I think I probably have the least commitments out of everyone else, and even I can't be around 24/7. We recently added more people to our team (yay! Don't give up, Celestine!) which is great, but it's still a small team. This is partly why big events have been a challenge. Try to be patient. We're still in beta, y'all. Give it time!
3. New Dikamazi itself sprung from a smaller event in Scatterhome, and so much of what happened with New Dikamazi and the NPCs there was directly influenced by players. What you think of as a "small thing" might become bigger. There's no reason to wait for a huge event to get your feet wet, so to speak. Maybe the next big event will be tied to a smaller event that you helped shape?
4. If you think what you have to ask is silly or too minor to bother a Storyteller about - it's not! You have permission to bother me!
I genuinely love Starmourn: the game itself, the staff, and our players. All I want is to help make your game experience better. Don't ever be scared to message the Storytellers, that's exactly what we're there for.
Soren
5
"Notice me Senpai!" - A guide to getting Storyteller/Admin RP
Congrats!
You've made your character, fleshed out a cool backstory, and have a pretty good understanding of the EMOTE command. You're a roleplayer, and you're gonna do what you're meant to do - roleplay. And you know, of course, that the best RP is admin/storyteller RP. Nothing is cooler than interacting with an NPC and changing the world. So, with great enthusiasm, you go to the nearest interesting NPC, and you say "Hey."
And you wait. There's no answer. You say "Hey" again to the NPC. Again, no answer. What the hell, right? You have a cool character, why no interaction? You think to yourself "I guess I just have to wait for an event," but you see on the forums all this interaction between the STs and players, and all this hype about RP. You raise your fist to the stars and shout, "Why doesn't Storyteller-Senpai notice me?" The stars are as silent as the NPC before you.
This is an unofficial, unsolicited, step-by-step guide to getting admin attention and getting the RP you want. While following this guide does not guarantee you RP, it does improve your chances. You are, however, guaranteed to improve the quality of your roleplaying by following this guide, or at least the spirit of it.
Step One: Submit Your Backstory (and motivations)!,
You know that super cool and original backstory we discussed in the first sentence of this guide? Make sure you submit it to the storytellers! At the very least, your org's storyteller should know it. If you're going to be doing cross-factional RP, it doesn't hurt to drop a line to the storyteller for that org. Storytellers aren't strictly limited to interactions with their own orgs, they're just focused on that org. They are also not limited to strictly organizational events. Rather, the labor is divided such that each organizational storyteller focuses also on the personal RP of that org's members.
The organizational storytellers are as follows (accurate as of Sep. 9, 2019)
Head Storyteller: Eukelade
General Storyteller: Tallulah
Scatterhome Storyteller: Soren
Song Storyteller: Ferenzi
Celestine Storyteller: To be announced soon!
Factionless/Rogue Storyteller: Just send stuff to one or more of the above.
While the Storytellers don't respond to every message, They do read all of them. The storytellers are not mind readers. They also do not monitor your activity 24/7. The best way to discuss your backstory is to communicate it! Additionally, talk with the storytellers about what you want as a roleplayer, as well as what your character wants and why. The Storytellers are here to facilitate this, so don't leave out your super secret character flaw or evil plan. Talking about your character's motivations helps guide the RP.
On the topic of backstories: Sometimes less is more.
Giving the Storytellers something to play with in your backstory provides an opportunity for RP. If your character is a Space Ninja from Xeron Colony and your backstory is that you murdered everyone in Xeron Colony then shuttled out, there's nothing left to play with. But if you murdered the next ruler in line and jetted, now there's a whole colony of toys. Storytellers like toys.
As another example, right now I'm DMing a D&D 5E campaign. All of my players are new to D&D, and they are all teenagers. One of them wanted to be a tall halfling. Like, mutated tall, for a halfling. I agreed to allow this, with the understanding that I'd get to decide why his character is so tall. Now it's a major plot element. He doesn't know that, and doesn't know why his character is tall. But he gave me a toy. I like toys. Storytellers like toys.
Step Two: Know the kind of RP you want
Be specific, and communicate this to the Storytellers. Some RP can be specific and goal-oriented such as "I want to blow up Song City." Some can be general and more playful "I want to party on Agog with my fellow Krona." Neither of these are specific enough!
If you want to blow up Song City, a good place to start is logistics. How are you getting the explosives necessary, and how are you smuggling them into Song City? Who is supplying them? Where are you putting them? These are all things you and your character need to decide, and these can be broken into various RP sessions. For example, you might start by reaching out to an explosives expert, a legendary smuggler, or a criminal mastermind. All of these NPCs exist. They also exist as PCs. Not every plot needs to be resolved by an NPC.
As for partying on Agog, if you want to make it bigger and better, maybe start with entertainment! Food and drinks can (and should) be provided by players. But maybe you reach out to an Elgan Dance Troupe on Krell, or a PC singer. Song on the Verge was a great example of how this can be done.
The most important factor here is that you're doing most of the leg work. You're not going to the Storytellers and saying, "I wanna blow up Song City. Make it happen." You're saying "Okay, I wanna meet with an explosives expert." That's manageable and fun. The Storytellers are very busy cooking up global and faction events, as well as RPing with other players. You should be prepared to do most of the work.
It may also help to think of your RP as a TV series, rather than as a blockbuster film. Divide it into episodes. These are the individual sessions that make up a long-running story arc.
Step Three: Include Others!
One of the best ways to get noticed is to include as many other PCs as possible. Going to meet with an explosives expert? Bring some hired muscle, or a professional negotiator. Or just a friend to watch your back. Trying to find food for your party? Hire a crafter! The Storytellers' job is to tell stories to as many people as possible. Including more people makes the Storytellers' job easier, and improves the likelihood of your RP being picked up. It's also just good practice. RP is, by nature, collaborative. You don't have to announce to the whole mud "HEY, RP OVER HERE." Even secret/espionage RP needs collaborators.
On a additional note to this, include newbies whenever possible. It aids player retention and vastly increases the chances of your plot being picked up.
Step Four: Play to Play, not to Win
Roleplaying is a collaborative interaction. You are all telling a story together. Entering into the roleplay with a competitive mindset is sure to alienate others. Though your character may have goals, your goal should be to tell a story. There is no trophy for always achieving your character's goals always. Furthermore, there's no trophy for sending the most emotes, or being the star of the RP always. Letting other players shine is a great way to improve the quality of your RP. Fresh ideas make fresh RP.
To give you an example, recently my character was involved in an altercation with several other PCs, as well as a Storyteller-driven NPC. When the NPC began to pull a weapon from inside her coat, my character armed her magnotron to grab it. It ended up being an Ilrill rod, which happily flew to her magnotron. Irill is explosive. The resulting explosion should have killed my character (and I informed the storyteller I was ready to take a death, but we couldn't figure out a way to mechanically do it). Instead, I roleplayed my character being disabled for the encounter while her wetwiring healed her. Other players got to be star, and it was a great encounter. I could have very easily emoted dodging, or turning off the magnotron. But my character was focused on pulling the weapon, and not only would it have been cheesy to say "Oh no wait I turn it off I'm fine lol," it would have been bad RP. Your character isn't a god. Vulnerability makes for cool moments.
Step Five: Remember, Everyone is Human
The other players you're roleplaying with are human. The storytellers you're roleplaying with are human. Everyone involved wants to have fun. Everyone involved makes mistakes. Everyone involved gets tired, has real-life things come up, and is at a different experience level. Everyone involved has different ideas of what's fun. Here's a great example of what NOT to do:
Bob the NPC says, "And now, for my next trick, I'm going to pull a rabbit out of a hat!"
Soren reaches into his hat and pulls out a rabbit!"
You tell YourBuddy, "//LOL ADMIN SCREWED UP."
This is discouraging and unfun. Work together to tell a story. Brush over mistakes and move on. Likewise, make sure everyone involved with your roleplay has fun too. Talk to them. Talk to your fellow PCs after and ask, "Hey, did you enjoy that?" Talk to your storyteller and ask, "Did you have fun?" Checking in is a good way to make sure everyone walked away happy. This is how you win at roleplaying. With everyone having fun. If someone didn't have fun, work it out. Figure out what can be done better next time. Maybe your roleplaying companion felt they didn't have enough screen time. Make sure they get to have more next time. Maybe this particular genre of roleplaying just wasn't their jam. What else can you include them in?
I hope all this information helps. As I said, it's not a guarantee that it'll work. But it will improve your roleplay and improve your chances of getting Storyteller interaction.
Have fun out there,
- Flip
You've made your character, fleshed out a cool backstory, and have a pretty good understanding of the EMOTE command. You're a roleplayer, and you're gonna do what you're meant to do - roleplay. And you know, of course, that the best RP is admin/storyteller RP. Nothing is cooler than interacting with an NPC and changing the world. So, with great enthusiasm, you go to the nearest interesting NPC, and you say "Hey."
And you wait. There's no answer. You say "Hey" again to the NPC. Again, no answer. What the hell, right? You have a cool character, why no interaction? You think to yourself "I guess I just have to wait for an event," but you see on the forums all this interaction between the STs and players, and all this hype about RP. You raise your fist to the stars and shout, "Why doesn't Storyteller-Senpai notice me?" The stars are as silent as the NPC before you.
This is an unofficial, unsolicited, step-by-step guide to getting admin attention and getting the RP you want. While following this guide does not guarantee you RP, it does improve your chances. You are, however, guaranteed to improve the quality of your roleplaying by following this guide, or at least the spirit of it.
Step One: Submit Your Backstory (and motivations)!,
You know that super cool and original backstory we discussed in the first sentence of this guide? Make sure you submit it to the storytellers! At the very least, your org's storyteller should know it. If you're going to be doing cross-factional RP, it doesn't hurt to drop a line to the storyteller for that org. Storytellers aren't strictly limited to interactions with their own orgs, they're just focused on that org. They are also not limited to strictly organizational events. Rather, the labor is divided such that each organizational storyteller focuses also on the personal RP of that org's members.
The organizational storytellers are as follows (accurate as of Sep. 9, 2019)
Head Storyteller: Eukelade
General Storyteller: Tallulah
Scatterhome Storyteller: Soren
Song Storyteller: Ferenzi
Celestine Storyteller: To be announced soon!
Factionless/Rogue Storyteller: Just send stuff to one or more of the above.
While the Storytellers don't respond to every message, They do read all of them. The storytellers are not mind readers. They also do not monitor your activity 24/7. The best way to discuss your backstory is to communicate it! Additionally, talk with the storytellers about what you want as a roleplayer, as well as what your character wants and why. The Storytellers are here to facilitate this, so don't leave out your super secret character flaw or evil plan. Talking about your character's motivations helps guide the RP.
On the topic of backstories: Sometimes less is more.
Giving the Storytellers something to play with in your backstory provides an opportunity for RP. If your character is a Space Ninja from Xeron Colony and your backstory is that you murdered everyone in Xeron Colony then shuttled out, there's nothing left to play with. But if you murdered the next ruler in line and jetted, now there's a whole colony of toys. Storytellers like toys.
As another example, right now I'm DMing a D&D 5E campaign. All of my players are new to D&D, and they are all teenagers. One of them wanted to be a tall halfling. Like, mutated tall, for a halfling. I agreed to allow this, with the understanding that I'd get to decide why his character is so tall. Now it's a major plot element. He doesn't know that, and doesn't know why his character is tall. But he gave me a toy. I like toys. Storytellers like toys.
Step Two: Know the kind of RP you want
Be specific, and communicate this to the Storytellers. Some RP can be specific and goal-oriented such as "I want to blow up Song City." Some can be general and more playful "I want to party on Agog with my fellow Krona." Neither of these are specific enough!
If you want to blow up Song City, a good place to start is logistics. How are you getting the explosives necessary, and how are you smuggling them into Song City? Who is supplying them? Where are you putting them? These are all things you and your character need to decide, and these can be broken into various RP sessions. For example, you might start by reaching out to an explosives expert, a legendary smuggler, or a criminal mastermind. All of these NPCs exist. They also exist as PCs. Not every plot needs to be resolved by an NPC.
As for partying on Agog, if you want to make it bigger and better, maybe start with entertainment! Food and drinks can (and should) be provided by players. But maybe you reach out to an Elgan Dance Troupe on Krell, or a PC singer. Song on the Verge was a great example of how this can be done.
The most important factor here is that you're doing most of the leg work. You're not going to the Storytellers and saying, "I wanna blow up Song City. Make it happen." You're saying "Okay, I wanna meet with an explosives expert." That's manageable and fun. The Storytellers are very busy cooking up global and faction events, as well as RPing with other players. You should be prepared to do most of the work.
It may also help to think of your RP as a TV series, rather than as a blockbuster film. Divide it into episodes. These are the individual sessions that make up a long-running story arc.
Step Three: Include Others!
One of the best ways to get noticed is to include as many other PCs as possible. Going to meet with an explosives expert? Bring some hired muscle, or a professional negotiator. Or just a friend to watch your back. Trying to find food for your party? Hire a crafter! The Storytellers' job is to tell stories to as many people as possible. Including more people makes the Storytellers' job easier, and improves the likelihood of your RP being picked up. It's also just good practice. RP is, by nature, collaborative. You don't have to announce to the whole mud "HEY, RP OVER HERE." Even secret/espionage RP needs collaborators.
On a additional note to this, include newbies whenever possible. It aids player retention and vastly increases the chances of your plot being picked up.
Step Four: Play to Play, not to Win
Roleplaying is a collaborative interaction. You are all telling a story together. Entering into the roleplay with a competitive mindset is sure to alienate others. Though your character may have goals, your goal should be to tell a story. There is no trophy for always achieving your character's goals always. Furthermore, there's no trophy for sending the most emotes, or being the star of the RP always. Letting other players shine is a great way to improve the quality of your RP. Fresh ideas make fresh RP.
To give you an example, recently my character was involved in an altercation with several other PCs, as well as a Storyteller-driven NPC. When the NPC began to pull a weapon from inside her coat, my character armed her magnotron to grab it. It ended up being an Ilrill rod, which happily flew to her magnotron. Irill is explosive. The resulting explosion should have killed my character (and I informed the storyteller I was ready to take a death, but we couldn't figure out a way to mechanically do it). Instead, I roleplayed my character being disabled for the encounter while her wetwiring healed her. Other players got to be star, and it was a great encounter. I could have very easily emoted dodging, or turning off the magnotron. But my character was focused on pulling the weapon, and not only would it have been cheesy to say "Oh no wait I turn it off I'm fine lol," it would have been bad RP. Your character isn't a god. Vulnerability makes for cool moments.
Step Five: Remember, Everyone is Human
The other players you're roleplaying with are human. The storytellers you're roleplaying with are human. Everyone involved wants to have fun. Everyone involved makes mistakes. Everyone involved gets tired, has real-life things come up, and is at a different experience level. Everyone involved has different ideas of what's fun. Here's a great example of what NOT to do:
Bob the NPC says, "And now, for my next trick, I'm going to pull a rabbit out of a hat!"
Soren reaches into his hat and pulls out a rabbit!"
You tell YourBuddy, "//LOL ADMIN SCREWED UP."
This is discouraging and unfun. Work together to tell a story. Brush over mistakes and move on. Likewise, make sure everyone involved with your roleplay has fun too. Talk to them. Talk to your fellow PCs after and ask, "Hey, did you enjoy that?" Talk to your storyteller and ask, "Did you have fun?" Checking in is a good way to make sure everyone walked away happy. This is how you win at roleplaying. With everyone having fun. If someone didn't have fun, work it out. Figure out what can be done better next time. Maybe your roleplaying companion felt they didn't have enough screen time. Make sure they get to have more next time. Maybe this particular genre of roleplaying just wasn't their jam. What else can you include them in?
I hope all this information helps. As I said, it's not a guarantee that it'll work. But it will improve your roleplay and improve your chances of getting Storyteller interaction.
Have fun out there,
- Flip
Flipilaria
14
Re: Quotes
When one minute you're a cool Bushraki gangster and the next you're getting strong armed into opening a noodle cart. @Flipilaria @Steve
Flipilaria's eyes sparkle with amusement.
Flipilaria's eyes sparkle with amusement.
Flipilaria says to Wes, "Oh."
Flipilaria says to Wes, "An if'n folk see yeh messin' 'bout w'New Dikamazi."
Wes stares implacably at Flipilaria.
Flipilaria says to Wes, "Yeh will nae be transported t'safety next time."
Flipilaria swings her arm up to give Wes an enthusiastic high-five.
Flipilaria says to Wes, "Congrats on yer new business, mate!"
Wes does not return the high five.
Flipilaria does not seem surprised.
Soren
7
Development Updates: The Roadmap so far, what are we working on and what's next
Greetings Starmourners,
It's been a while since we've had a quick recap and exposition on what we've done lately and what we're doing next.
One of our big goals with Starmourn at the moment is getting the game to the point where we can leave "Beta". Over the last few months, we feel we've done quite a lot to make the game more stable, fix bugs and add some much needed mechanics, systems and quality of life improvements.
In April we posted the Starmourn Roadmap, which you can still find here: https://forums.starmourn.com/discussion/907/starmourn-roadmap.
We tried to keep development as close as possible to the aforementioned Roadmap and this worked out fine for the most part. Naturally, we implemented a few things that weren't in the Roadmap, we changed our approach to other things and shifted and turned the priority of development to match the needs of the community.
So how are we doing so far? Over the last six or so months, we've covered the following topics (this is not an exhaustive list):
PvE
- New exploration mechanic that allows you to search the wilderness and obtain comm rewards
- Systems that allow for dynamic scaling of areas (New Dikamazi and the wilderness are examples of this). This system also allows us to include everyone in all of our events, regardless of level.
- Xenozoology - an engaging mechanic that has you scan creatures to learn more about them and rewards you with lessons. Also comes with daily bounties
- Daily Faction Quests
- Music and Performance!
(Both of these last two weren't on the list)
Economy
- Numerous changes to commodity spawns,frequency and density
- Commodity grouping by relevant areas
- Manufacturing specializations (these will probably see more action this month or the next, based on your feedback)
- Improvements to the MARKET, personal market orders, better value
Tradeskills and Shopfronts
- New Tradeskills
- Revamp of Modding
- Numerous shopfront improvements and upgrades
- Design improvements
Customizations
- Ship Customizations
- Generic item customization requests
- Class weapon/armor and loyals customizations
- "Transmogrification" system
PvP
- Improvements and changes to the cosmpiercer system
- Space pirate refineries that allow for open PK
- Multiclass
In addition, all areas have received significant Quality of Life improvements, fixes and tweaks. We know some of the aforementioned systems still need some attention and we're working on delivering those changes based on your feedback and our data and results! We really appreciate how involved all of you were in testing and giving feedback on everything we have put in so far.
So what's going on now?
September is underway and we opened the month with new Tradeskills and Multiclass. We still have one more Tradeskill to release and this will probably happen early next week. Alongside this, each of us is working on their own projects, as follows:
Eukelade and the Storytellers are working on a very interesting event you'll start hearing about very soon. We like to think that we're approaching this in a manner that hasn't been done much in IRE before.
Garryn is working on a new conflict mechanic! Basically, the Cosmpiercers will, once again, receive an overhaul and they will be tied in with a land conflict system as well. The goal here is to give players the opportunity for some more 1 on 1 or team on team combat that isn't directly linked to ships and space. Another aim of this new system is to tie in some of our existing mechanics into a more cohesive system.
Ilyos is working on finishing the remaining Tradeskill and will probably spend the rest of the month consolidating existing systems and working on some more QoL improvements.
We already have the theme picked out for next month but...no spoilers just yet!
Let us know your thoughts on how the development of Starmourn is going so far, for you!
Ilyos
11
Re: Quality of Life Wishlist
I know it's been said that we'll be getting it soon (TM), but we could really use a HELPMOD NEW function for suggesting new helpfiles. It would really help everyone out if the players were able to pick up some of the slack and help document new/old features that only ever get an announce post to explain them, forcing new and old players alike to hunt down said posts via NEWS SEARCH or the forums and hope that the information in them is current.
Rhindara
7
Re: Incursions don't provide enough money.
Okay.
Devourers: Only three ever spawn, with varying junk drops. Yes, they suck, but it's also only three mobs. You're only really losing money on these if you take several voidgates to go find them. I can agree that they're annoying and it would be great if they'd get a buff.
Leviathans: On hard, these should get you ~15 - 18k, like all other hard organics.
Easy trinaries: Easy incursions are never a big money maker, and organics always give substantially less than ships. Really though, easy incursions are meant for grinding you up to a corvette. They really shouldn't be used to gauge how lucrative incursions are as a whole.
Everything you've done here were organics. Back in the day, they gave the exact same payout, so there was absolutely no point in being strategic and using different ammo types and running actual risk against ships. Now they give you less captaincy and less marks, and ships give you more captaincy and more marks. To compare, as mentioned before, hard organics net you ~18k. Hard ships get you ~25k-28k.
Incursions generally take 45 minutes to do, start to finish. That's ~15k to ~28k per 45 minutes. Yes, you have to spend money on supplies, but if we assume, for the sake of argument, it takes 30 batteries for one incursion, that's 8,550 at the highest current market price for batteries (285). Repairkit costs are going to be variable, but in general as long as you're not using autorepair (which you should never do because it will actively waste your repairkits), you should be fine. I often go entire incursions without having to repair until I get to a station, and repair while docked at a station uses 0 repairkits. Astromechs are similarly going to be a rare purchase unless you're constantly repairing while being fired upon, which is how you lose them (aside from you know, blowing up and not being able to recover them). All that taken into consideration, you've made a profit on these incursions that are absolutely doable in a stalker, even now that we're out of its glory days.
The final big difference between incursions and bashing is that, unlike bashing, there is no marks cap. You can absolutely outpace your marks gain doing incursions vs bashing, if you know what you're doing. I suppose the only real thing that I can agree with in the OP (aside from that devourers suck) is that, if you don't know what you're doing, incursions can seem like a huge waste of time and money and effort. This is why I wrote an exhaustive guide for Song to try to alleviate this issue for newer pilots. A deeper tutorial somewhere that walks people through the ins and outs probably wouldn't be a bad idea. However, I really don't think the solution is dumping more money into incursion rewards.
Devourers: Only three ever spawn, with varying junk drops. Yes, they suck, but it's also only three mobs. You're only really losing money on these if you take several voidgates to go find them. I can agree that they're annoying and it would be great if they'd get a buff.
Leviathans: On hard, these should get you ~15 - 18k, like all other hard organics.
Easy trinaries: Easy incursions are never a big money maker, and organics always give substantially less than ships. Really though, easy incursions are meant for grinding you up to a corvette. They really shouldn't be used to gauge how lucrative incursions are as a whole.
Everything you've done here were organics. Back in the day, they gave the exact same payout, so there was absolutely no point in being strategic and using different ammo types and running actual risk against ships. Now they give you less captaincy and less marks, and ships give you more captaincy and more marks. To compare, as mentioned before, hard organics net you ~18k. Hard ships get you ~25k-28k.
Incursions generally take 45 minutes to do, start to finish. That's ~15k to ~28k per 45 minutes. Yes, you have to spend money on supplies, but if we assume, for the sake of argument, it takes 30 batteries for one incursion, that's 8,550 at the highest current market price for batteries (285). Repairkit costs are going to be variable, but in general as long as you're not using autorepair (which you should never do because it will actively waste your repairkits), you should be fine. I often go entire incursions without having to repair until I get to a station, and repair while docked at a station uses 0 repairkits. Astromechs are similarly going to be a rare purchase unless you're constantly repairing while being fired upon, which is how you lose them (aside from you know, blowing up and not being able to recover them). All that taken into consideration, you've made a profit on these incursions that are absolutely doable in a stalker, even now that we're out of its glory days.
The final big difference between incursions and bashing is that, unlike bashing, there is no marks cap. You can absolutely outpace your marks gain doing incursions vs bashing, if you know what you're doing. I suppose the only real thing that I can agree with in the OP (aside from that devourers suck) is that, if you don't know what you're doing, incursions can seem like a huge waste of time and money and effort. This is why I wrote an exhaustive guide for Song to try to alleviate this issue for newer pilots. A deeper tutorial somewhere that walks people through the ins and outs probably wouldn't be a bad idea. However, I really don't think the solution is dumping more money into incursion rewards.
Rhindara
7
Re: Quality of Life Wishlist
Went around and commented on posts to reflect what we have implemented from your requests. More will come as a lot of these suggestions are good. Some might come sooner than others, depending on the coding effort involved.
Ilyos
7
Re: Good Vibrations!
"You are about to purchase "Crafting Bureau Permit". This will cost you 500 bound Credits. If you would like to proceed, please AGREE.
You have successfully purchased Crafting Bureau Permit for 500 bound Credits."
Thank you everyone who helped! Ylouhoboroch, Pollivar, Zarrach a ton, Nykara, Slander, Clover, Mereas, others who I am forgetting and I'm sorry!