concepts for a functional economy

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    I really like the idea of the Shipyard constructing a ship over time. I don't know how I feel about it having a limited size it can build, though. Also, I think it would be neat if you could fly a junked up ship into the yard and have them repair it to how it's blueprint says it should look. One of my biggest time-sinks is repairing damage after a battle; why replace my ship when I can just patch it up?

    I think I would like to add to the list a Research Lab, Xenological Zoo, or Terraformist of some sort. Why would a manufacturing plant be turning out piles of dirt, grass, and flowers?

    I'm also a big fan of having multiple in-game AI-run factions, especially if they ally with players against other AI factions allied with different players. "Look Jimmy, it's not that I want my faction to go to war with your faction, but I'll get a discount with this company if I blow up the store you usually use. Sorry."
     

    Ithirahad

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    Recalling a game called Hardwar, also known as [H]ardwar, I think the ultimate economy should not have ship blueprints, except for the use of repair systems. Instead, I think ship sale areas should be made and have random ships available (and physically there). You'll physically see and examine any ships that are currently for sale at that area. Like a used car lot. If the ship sale area doesn't have the ship, it's not for sale there. That's a long way off, and having blueprints to buy will allow us to test the core game better for now.
    ...So, players can't use their own awesome 500-meter-long ships on multiple servers unless they perfectly rebuild them on each one? Sorry, but... Needless to say, I don't think that'll work out. :P
     
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    jayman38

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    ...So, players can't use their own awesome 500-meter-long ships on multiple servers unless they perfectly rebuild them on each one? Sorry, but... Needless to say, I don't think that'll work out. :p
    If the server owner authorizes the ship, it could be put into the rotation, and then one of the ship shops would have it. However, this concept is based on a game with only a few very specific models available that are all of similar size, so it doesn't really work for StarMade. You are correct.
     

    NeonSturm

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    I like this concept @jayman38, but ships should get replaced when nobody is watching this sector.

    If each shop can only hold 1 big ship or more smaller ones (dependent on it's own mass), it would be worth the trip to already explored territory.
    It would create a need for your faction to have more than one sector/shop for build-able blueprints.