Gotta quote this for years later when everyone complains they can't compete in combat because half the population got a head start to the most powerful types of ships.
You'll have people cornering the market early with trade, hauling, cargo, combat etc and you'll have people who start from scratch.
The economy is going to be terrible for those who don't jump ahead with cash and/or buy in game credits, you wait for it. There's a reason other games try do avoid this and what makes SC so special to not suffer from it?
See you in 2016, wait, 2017...maybe 18
Even if I'm wrong, your reasoning for their not having no pay to win is absolutely terrible, just because there's no "level" or "end game" in your own minds or goal to reach? It's still a competitive game where one can beat someone else.
Please explain how it's pay to win? I've watched your vids Chris, I respect your opinion so genuinely fire away.
Why I'm not worried about the way it's being handled. Now I realise that putting this out there first makes your life easy, you can simply nit-pick at what I write, but here goes.
We can pledge for ships, we can even promise to join up together in groups but a fighter can still beat larger ship as so much of the mechanics in the game come down to piloting skill. Bottom line is that a garbage pilot isn't going to be much use even in the best ship, but a good pilot will. Does that mean it's entirely down to skill? Absolutely not, but remember that as I've said on the RSI site several times, the instant the PU starts all the current weaponry, shields, power plants etc become outdated as people start developing more powerful, resilient versions, that is ultimately where the games strength is - even with "lifetime insurance" the gear is going to be under powered almost straight off the starting line and that guy coming in at the 11th hour in his Aurora will be able to catch up and overtake me in a matter of days if he's got more free time than me - if anything this game is "play to win" just as Eve Online is. The more time you've got to pump into the game, the easier your fights will become, even if we completely ignore pilot skill. The ships will be reasonably balanced at the start of PU, but expect that to change quickly.
Your argument for people being unable to compete with others doesn't really make any sense, the player base will make up less than 10% of the in-game population, nobody will be able to flood a market in the way you're suggesting. People, like in Elite
angerous will essentially be competing with themselves for trades etc.
There is no perfect balance to be had between time rich, cash poor players and cash rich, time poor players but at least Star Citizen is giving it a shot. I've never quite understood why people assume pay to win is any worse than play to win? Perhaps it's because I've never been a student with near unlimited time to play games, I've always had a job and always had to scrap together a few hours a night or at the weekends. Personally I like the way SC is handling this, limiting real cash for in-game cash transactions whilst still allowing cash rich players to do so in an effort to help fund the long term support of the game.
So pay to win? perhaps if you focus on the first 24 hours post PU start, but longer than that? Absolutely not. The people who will win are those with the best group to fly with, whether that's in fighters, a convoy or on multicrew ships. This isn't a solo game, this isn't a game which is going to come down to who has the biggest ship and I personally relish the idea of going after the huge expensive target ships like the Idris and Javelin, with a group of friends in our pew pew fighters and bombers.