Anyone else find that ship CZs pay too little compared to on-foot ones?

Discussion

To participate in a high-intensity conflict zone on a ship, you need a decently engineered vessel and good flying skills. You can participate without any engineering, but your time to kill will be quite high, or you'll be relying on weapons like frags which prevent you from staying there for longer than 15 minutes, cutting greatly into your profits.

I don't want to imply I have completely objective knowledge of how much each type of activity pays, as I'm aware skill plays a massive factor into expected credit rates, but I still find the payout quite low compared to other forms of combat. I make much more money from bounty hunting in HazRes, or even compromised navigation beacons. If high intensity CZs are the pinnacle of PvE (human) combat, why does it pay less than blowing up Eagles in asteroid fields?

The time to kill for on-foot conflict zones is much lower, and this goes both ways, so it *is* riskier in the sense that you can get dropped in seconds if you're not paying attention. However being killed in an on-foot CZ simply respawns you with a small time penalty, you don't incur a rebuy, so this doesn't matter in practice.

You could argue that high-intensity on-foot CZs require equally engineered gear to perform at, but even on medium intensity CZs, I find that the credits per hour still comes out on top of the hardest ship CZs. At the highest intensity, I can easily make over 20 million credits per hour with on foot, and the same seems impossible with a ship.

The ongoing community goal has made this extremely apparent, to the point it seems like you need Odyssey to be able to place in the top 25%.

Posted Jun 23, 2025, 4:33 AM UTC

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