The only newbies that I have seen progress quickly are those who are in the buddy network of staff members who have stuffed their pockets with cash. It's pretty ridiculous how many new players have multiple anti-death ships at $250K per pop. I have never received any handouts from anyone so it annoys me. If you play a couple hours a day, I think good players will make about $5-10K per day on average. That's good for one utility on one ship. Flagging unfortunately isn't very profitable for most because the Brickwarp vets create their own exclusive flagging freq whenever the jp goes up, and linebomb in base 3 (the other bases are hardly ever used--5 sometimes). It's hard to defend from attacks because rocket+wb+anti-death can lag through defenses easily and brickwarp ftw. Attacking the base isn't profitable except for the defenders shooting down newbie fodder. Also, anytime somebody's bounty gets up in center killing the same Brickwarp people to ad-shredder-terr-lame-gank them. What I'm saying is, the ways that organized vets make easy money in HS are not realistically available to newbies because they aren't organized and don't have the equipment. I actually think the solution is simple: Larger money awards for newbies killing high-exp players. Newbies presently can make more money-per-hour mindlessly shooting each other in center at $40/kill than hunting vets, because the reward doesn't justify the increased effort and reduced success rates. At those rates newbies aren't making much $. Some newbie who manages to pop Wallbomb ought to get more like $600 or more at his base bounty, rather than the relatively modest $-100 they get now. The formula being used right now is too "flat" when it comes to newbies bagging vets. This would also reward newbies who have skill with faster advancement. If you're concerned that vets would create farm accounts under this system, then implement one of the solutions levi suggested at the top of this thread.