You\'re simply not understanding the layer of complexity a supply & demand system can add to the game that would make the game much more interesting. The blue print system completely debases that.
I understand the complexity of the system perfectly. If you\'re going to call me out as misunderstanding, keep in mind that this supply and demand system you are speaking of is a player-upheld idea, assuming of course you are referring to player-to-player resource trading (it would help if you were to clarify on that). It does not actually exist in the game currently because players do not trust each other enough to trade as one does with goods in real life. Granted, I have seen some players \"trading\" items with each other on rare occasions as one would in a real \"supply and demand\" system but other than that, the idea you are speaking of currently does not exist in StarMade.
ie a faction that has a mandatory requirement to have all ships painted red will require more red hull than other factions, thus increasing the demand of red hulls in areas of said faction\'s controlled sectors.
Then they can go and buy more red hulls as supply blueprints at a shop. 1 minute of traveling and 5 seconds of safe buying.
Or, they can toil for several hours to get the resources needed to feed through a factory, and then wait another hour for the machines to properly process all of the needed materials.
Or they could wait ~10 minutes for a \"merchant\" player to come to their sector claming to have the items they need, only to get annihilated by said \"merchant\" who is really in a large battleship. The supply and demand system you are talking about does not work in StarMade because there is nothing preventing one side of the trade from being \"voided\" and one player destroying the other for fun/more materials. This is not TF2, where you trade strange items for hats, etc. Players can literally destroy each other\'s vessels. Supply and demand in trading does not work.
Keep in mind what I said in my previous post:
the economy system on a server is relative to how credits are acquired in the first place. The g1real server disables pirate loot and high-value ruin/pirate station drops so that the economy is more stable and factory usage is emphasized. Players there have to actually earn their credits through hard salvaging work, not looting a pirate station for hundreds of l5 minerals. If they want to blow their hard-earned cash on resource blueprints, that is their right. Credits are harder to come by and therefore it is more difficult to buy alot of resource drop blueprints at one time.
Credits shouldn\'t be the only deducting factor in obtaining goods, it should also be the need of finding said items. It promotes healthier and dynamic gameplay
The problem with this statement is that Credits are not the only factor in obtaining goods. You can harvest the materials to feed through machines if you want, but buying blueprints of the ships from shops is fair and square and takes much less time. This \"healthier and dynamic gameplay\" that you speak of- I have yet to see any sign of this as being an issue in my two months of playing this game.
What you essentially are complaining about is players using blueprints entirely. This is a feature that is at the heart of StarMade and it is not going away. It prevents people\'s ships from being griefed to oblivion (they can buy it back from shops!) and it allows players who need resources that shops and harvesting cannot easily provide to buy the supplies they need in an instant. The system may change in some ways, but it will always be here.
I believe that all server hosts have the right to decide how they want the economy to work on their server. That said, it is not your decision what system works best for the game, so please do not try to assert your opinions that the catalog is \"Absolutely Broken and is Exploitable\" as fact; That is ultimately up to the server hosts to decide on.
The way players play on a server is that they either join a faction or play on their own. They harvest their own resources and gather their own supplies, and accumuolate their own cash. Or in the faction they share it. They don\'t really care about any \"economy\" nonsense, they care about playing the game.