Pay to Win After Release is Selling OVERPOWERED ships on a Real Money store when they are not available in game for in game currency that are balanced a few months later. The ONLY way you can keep releasing a New More Powerful Ship is by Nerfing "Balancing" the Old Ships and even the New Most Powerful ship will be nerfed "Balanced" eventually to make a spot for THE NEW PAY TO WIN SHIP. Games like World of Warships is a great example of this. Wargaming told us No Subs would ever be in the game. They added subs for half a year that were extremely powerful while they raked in that money. Then they nerfed subs so they can't compete. They Added Radar and Carriers to make Destroyers like The Kamakazi obsolete. They eventually Nerfed Carriers after making all that money selling the flavor of the month carriers. Why This Practice is Bad for Gamers. 1. It does not scale with player count and server requirements needed to keep the game servers running. 2. Pay to Win takes advantage of Sick people with a Power Addiction that will never last. 3. In the End, we will have Fleets of Old Ships that can not compete with the New Most Powerful Ship in the Cash Shop. Don't get me wrong. When Developing a Game I am FINE with Buying Ships to support the Development of the game. But once the game is LIVE, having a Pay to Win structure will ruin the gameplay and fairness to achieve the same between gamers. Hornet MK1 are old Hornet MK2 is better. The New ship to Purchase will keep changing and NOT be available In Game for Credits. Only in the Cash Shop while it is OVERPOWERED and Nerfed/Balanced a few months later. The Advantage of Pay To Play Subscription. Things to Consider. 1. Pay to Play Scales with Player Count. a. With 100,000,000 Players and few of them buying skins, the cash coming in might not cover the costs to keep the game running. b. Star Citizen is an Extremely Server Heavy Game. It requires a Lot of back end services running and has a LOT of Broadcast Domains and Data Replication that is using Server Resources. 2. It keeps the game equal between players. Regardless of how much money you make in real life, you can always feel proud of your achievements and ships in game you earned. MY SUGGESTION. "CIG needs Money" 1. Selling Skins 2. Expansions 3. More SQ42 Content 4. Advertising 5. Having a Subscription or Insurance Token like WOW does for New Players/NON-BACKERS. Purchase a 1/mo Token that sells on the in-game market for in-game credits. It stops Gold Farmers / Credit Farmers. 6. Sell New Ships that you can Purchase In Game at the Same Time it goes on the Cash Shop. "That way we can save in game currency and have the same new ships as they come out" What is the Monthly Server Costs for this game per 10,000,000 Players with no subscriptions paying for those servers? General Main discussion channel for all things SC. <-- That One Arena Commander Citizens Concern <-- That One Events Gameplay Production Schedule PTU Question Star Marine