This is a really simple idea for the Devs; this is, in as honest a form as I can manage, a guide on what would convince me to hand over cash on this game. If you don’t want to do a lot of reading, the “conclusion” sections will give you the short versions.
1.0: It has to be fun for free!
I cannot stress that enough. I know it sounds counter-intuitive, but please hear me out.
The reason we all want 0.7.10 back is because back then it felt like you didn’t need to spend money to progress in the game. I know your business logic will now cry “but then why would anyone want to pay?”
I submit to you, Runescape; a ‘free to play’ MMORPG with a ton of members only content. I played Runescape for about six months as a free player - six months where I gave them no money, and in return took up server space. During those six months I fell in love with the game to the extent where I purchased Membership, and to date I have coughed up approximately £400 playing that game. £400 return, and growing, in exchange for six months of free play. Good deal on their end, isn’t it?
There is no reason Star Conflict cannot work the same way. In fact, under the old system, I’d say it works faster. Players will, to my mind, give it about a month or two and find if the game is for them. If it is, odds are they will end up spending money.
Let us now go a little deeper, and study just what keeps the game fun for free people:
1.1: Free players have to matter!
This is something the game does very well, but I’ll spell it out regardless; I should never feel, as a free player, that I cannot contribute to my team. The current model supports this - there is no ship I can buy with real cash that is inherently, objectively better than a ship I can earn through free play grind.
1.2: Free players have to progress!
This, as of 0.7.12, is where Star Conflict has fallen flat on its face. The game has slowed to a crawl, and it feels that I simply cannot access higher tier stuff as a free player. Consequently, the game feels like a “pay to win” model, and that destroys my interest as a customer!
Let me emphasise that again, in really loud shouty text:
IF I THINK YOU HAVE TO PAY TO PLAY, I WON’T PAY!
Star Conflict is billed as a free to play game. That means I expect it to be free, not “you can play for free, but it’s a total waste of time.”
Revert your patch, developers, and you will see free players progressing more. This is especially important when we move on to the next point…
1.3: Everyone plays together; more players = better games!
If you want me to pay for a service, there has to be a service there. I spend a great deal of my free time on multiplayer games that have lost their players to newer, shinier games, and I weep for them. I remember logging on and finding dozens of games, all full of players, and now you’re lucky to have more than two at a time… and even then it’s half full.
What does this have to do with Star Conflict? Simple - the more people online, the better the experience. Players who pay are playing with players who don’t. If you drive away the free players, you lessen the gaming experience of those left behind and give them less reason to keep playing. It results in a cyclic argument; people won’t pay because it’s not worth it. It’s not worth paying because there aren’t enough players. There aren’t enough players because free players feel like they have to pay to progress.
A death spiral like that can end a game. From what I’ve seen and read and heard, 0.7.10 saw Star Conflict on an up spiral; more people were playing, more people wanted to play, and thus more players were being drafted via word of mouth. This means the people who cough up cash are getting a better experience, because said experience is enriched by the free players.
1.4: Conclusion
So, we have covered the first basics: that Free players need to be able to have fun, to matter to the game, and to feel like they are not being punished for being “Freeloaders”. If these conditions are met, they will be ripe for the prospect of paying money to you.
Now for part two.
2.0: Shopping!
If you heed the wisdom of part one, you will have budding customers ready to spend. However, there are a great many ways to spend, and things to spend on. In the interests of keeping your accountant happy, I submit notions on where, when and why someone like me might spend money.
2.1: 79p - it’s a magic number!
79p. £0.79. A trivial amount of money, but by the Gods is it easy to spend!
79p is, by and large, the reason apple gained a dominant market share in the music industry. The idea that a CD could be broken into individual tracks and sold for pocket change was a revelation, and consumers flocked to it.
One thing I noticed in browsing Star Conflict is that it doesn’t feel easy to make such a reckless purchase. I have to buy tokens by the thousands, yet I can spend them in 10s or 20s. That is a barrier of sorts - and it’s a barrier I am never happy about crossing. When you ask me for £10, or £20 or, Gods forbid, even more than that in a free to play game I become suspect. When you ask me for £1.00, or £0.50, I am not so concerned.
Believe it or not, I think you could make good money by flogging cosmetics on the cheap. Charge pennies for a decal, or an alternate paint scheme. Charge pennies for the ability to change the colour of our laser beams. Charge pennies for the ability to customise our hanger area. Charge pennies, and people will spend pounds.
Frivolous, impulse spending is a good source of income. The more expensive you make it for me to do something stupid like paint my ship turquoise and apply garrish pink flames to it, the less likely I am to do it in the first place. That’s a lost sale. Yes, you have probably been very nice to me and I would, days later, wonder why I wasted £1.50 on doing that, but here’s the kicker - that’s £1.50 you never earned!
I implore you, Star Conflict, to make your content cheap and easy to buy. £9.99 is a whole new game, so why should I pay that on a trivial upgrade to yours? But £0.99 is a soft drink or a chocolate bar; an amount I can spend on the fly without regret.
2.2: Pay for Convenience, not Progression:
Remember all that stuff I said about free players having to matter, and being able to progress? That is very true, but sometimes we get lazy.
The difference between Convenience and Progression is important. A “pay for ease” is where I essentially skip the boring bits. Most of the real-world-money ships appear to work on this basis, seeing as they come fully levelled up.
I am not against paid for xp boosters. I am not against paid for ships. I see your biggest market, from me at least, being cosmetic stuff, but if you priced them right I would consider paying for ships and the like.
At the moment, your policy of “load it with crap!” is what keeps me from paying real money for a ship. You must go back to 0.7.10! You must deliver the ships empty, or at least give the option to buy them empty, and reduce the prices back to what they were before.
I am being completely honest with you here; your overcharging on free play ships is stopping me from buying real money ships. I don’t feel like I’m paying for convenience; I’m paying to progress. I don’t like that in a game like this because it feels like you are ripping me off. Get rid of that, lower prices and up xp gain again, and it fill fair to me and act as an incentive for me to spend.
2.3: Conclusion
First, the reiteration: Free Players have to matter, and paying shouldn’t get you anything they can’t have. At least, anything _gameplay _related.
Sell us cosmetic stuff. Sell us lots of it, and sell it very cheap. Make it so we can splash out on nice things for very little real world money, and we will spend money more freely. Simple as.
So there you have it. I’m sorry it’s long and a bit rambly, but I’ve not been feeling so well lately and don’t know if I’ve even made any sense! I hope I have, and I hope you will listen.
I want to support this game. So do many others. However, it’s a two way street; we won’t support a game that takes us for granted, or treats us poorly. You have to be fair to everyone - the payers and the ‘freeloaders’, because ultimately they are the same people. The difference is simply how confident they are about your game, and how accepted they feel by you.

