After playing single player for awhile, I started thinking about the economy in SM. These are kind of the phases I thought of:
1) No recipes/factories - exploration - basically trying to get 5000 blocks of common ship elements so you can craft them without shops, this is mainly done by searching for shops. Might as well take off in a direction and go; a small cloaked ship to avoid pirates and salvage stations (local edit block and take the glass in chunks), sell to shops and buy up common ship components until you have 5000.
2) Recipe/factory - stripmining - find a home planet or station - hopefully with a coordinate you can remember like 100,0,0. When there is some better mapping / saved waypoints / warping or teleport structures it might be easier in the future to *return* to your base from a long range haul but I find it a pain to make a permanent base (also stuff drifts?). Now with 5000 blocks (tediously?) obtained buy some module recipes and the cheaper credit L1L5 recipes. Install a base somewhere with factories, faction module, shop (for inventory), and so forth and set up production chains. Now, stripming asteroids or (more efficiently) planets using a build module to remove chunks quickly. Feed these into your production chain.
3) Recipe leveled up - generate net positive matter - at some point of feeding factories, it becomes possible that the output of one process can feed into the input of others without external matter (may require cubatom manipulation to actually make the conversions). At this point you have all the resources you need.
So the issue is in #2, stripmining results in the local region becoming devoid of asteroids and planets, at least as it stands now. Spherical worlds might help a bit over the disk-shaped ones, but it's still a problem. I was thinking, planetary mining that doesn't completely destroy the planet seems like a good idea. You'd need to install them on each world type and the output of rarer materials on that world would not come up too often in mining rigs. This makes planetary ownership, rather than destruction, the prime focus for gathering resources.
1) No recipes/factories - exploration - basically trying to get 5000 blocks of common ship elements so you can craft them without shops, this is mainly done by searching for shops. Might as well take off in a direction and go; a small cloaked ship to avoid pirates and salvage stations (local edit block and take the glass in chunks), sell to shops and buy up common ship components until you have 5000.
2) Recipe/factory - stripmining - find a home planet or station - hopefully with a coordinate you can remember like 100,0,0. When there is some better mapping / saved waypoints / warping or teleport structures it might be easier in the future to *return* to your base from a long range haul but I find it a pain to make a permanent base (also stuff drifts?). Now with 5000 blocks (tediously?) obtained buy some module recipes and the cheaper credit L1L5 recipes. Install a base somewhere with factories, faction module, shop (for inventory), and so forth and set up production chains. Now, stripming asteroids or (more efficiently) planets using a build module to remove chunks quickly. Feed these into your production chain.
3) Recipe leveled up - generate net positive matter - at some point of feeding factories, it becomes possible that the output of one process can feed into the input of others without external matter (may require cubatom manipulation to actually make the conversions). At this point you have all the resources you need.
So the issue is in #2, stripmining results in the local region becoming devoid of asteroids and planets, at least as it stands now. Spherical worlds might help a bit over the disk-shaped ones, but it's still a problem. I was thinking, planetary mining that doesn't completely destroy the planet seems like a good idea. You'd need to install them on each world type and the output of rarer materials on that world would not come up too often in mining rigs. This makes planetary ownership, rather than destruction, the prime focus for gathering resources.