Spoiler alert: this thread will probably be bumped from time to time to continue the discussion.
Premise: The in-game economy affects gameplay as much as engineering issues affect it, particularly in Multi-Player:
How is this fixed?
We need ALL the ideas.
My idea is scrapping stick shops & old-style tradestations, and making NPC factions the backbone of the early-game economy, but with prices that reflect the cost of maintaining factories, fleets, and other infrastructure - not just the raw material cost. This way players can compete on price in sale of materials and play the market. The economy of a mature MP server should be mostly player-generated. It is very complex though, and I think we should really brainstorm all the relevant economic factors in game to come up with a detailed 'Proposal' for Schine to overhaul their economic model. Galaxy update is a ways off, but this is clearly the time to look at such core issues, and our input can have an impact if it's relevant and able to be implemented within context of the existing code (and expected changes for the pre-beta update).
NOTE: This thread is intended for discussion of how the game engine affects the economy and what changes could or should be made by developers, not a solicitation for in-game work-arounds to get around the troubled economy.
Premise: The in-game economy affects gameplay as much as engineering issues affect it, particularly in Multi-Player:
- It affects players' willingness to risk assets in competitions and conflicts, which affects how much player-generated content will be created every day.
- It affects factions ability to recruit and retain members who will actually work, for rewards.
- It affects the viability of players taking on roles like 'Miner,' 'Trader,' 'Industrialist,' or 'Engineer' in a profitable, sustaining and fun, rewarding way.
How is this fixed?
We need ALL the ideas.
My idea is scrapping stick shops & old-style tradestations, and making NPC factions the backbone of the early-game economy, but with prices that reflect the cost of maintaining factories, fleets, and other infrastructure - not just the raw material cost. This way players can compete on price in sale of materials and play the market. The economy of a mature MP server should be mostly player-generated. It is very complex though, and I think we should really brainstorm all the relevant economic factors in game to come up with a detailed 'Proposal' for Schine to overhaul their economic model. Galaxy update is a ways off, but this is clearly the time to look at such core issues, and our input can have an impact if it's relevant and able to be implemented within context of the existing code (and expected changes for the pre-beta update).
NOTE: This thread is intended for discussion of how the game engine affects the economy and what changes could or should be made by developers, not a solicitation for in-game work-arounds to get around the troubled economy.
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