As it stands now, every galaxy, nearly every system and every planet, has each type of resource needed to survive and thrive in the world of StarMade. Plenty of each type of resource. With all resources plentiful and distributed equally, resource/item scarcity is usually only derived from player laziness. Someone doesn't want to go mine out all the resources needed to make something, so they trade with someone who happens to already have lots of it. This is kind of okay, but it's also dull and doesn't amount to a very active economy. Furthermore, there's no reason for a faction to expand their territory beyond their homebase and maybe one system at a time for mining. There is also really no incentive for PvP that outweighs how valuable ships are, either, turning the game into a giant (and rather boring) hugfest, and leaving anyone who wants to PvP forced to either play against others for fun, or attack people randomly and look like a dick because there's no justifiable reason for it.
...This has to change.
What I propose is that different regions of the galaxy have different amounts of different resources, and for some systems to have far higher amounts of minerals than others. For instance, one spiral arm might have lots of Parseen and Sapsun, needed for Shield-Rechargers, but almost none of the Rammet and Sertise needed for Shield-Capacitors. Due to this, inhabitants of that spiral arm will be forced to trade with areas that DO have Rammet and Sertise, or alternatively they'll have to conquer those areas so they can mine the resources themselves. Very rare systems rich in more than two or three resources will be valuable points of interest for many factions, so battles over those systems will probably be common. Overall, factions will probably start claiming larger areas of territory since they can't mine every resource in every system, and trading/merchant factions would begin to spring up to take advantage of the whole situation. Roles within factions will begin to have more relevance, since it will no longer be practical for shipbuilders and naval captains to act as miners and traders as well, and factions in general will most likely grow and merge to some extent since players are needed to fill in roles more. Large forward bases will also have more value, since they'll be needed to maintain control over key areas. True trading stations would probably start to spring up, too, and being a freighter captain might become a fairly profitable occupation. Teaming up to raid pirate bases would become more common and useful too, since they would hold resources that may not be available for systems around otherwise.
This leaves one question, really: What happens to shops? Currently, they contribute even more to the lack of scarcity by offering hundreds, sometimes thousands, of items you wouldn't be able to get anywhere else in a system.
The fix for this is simple: They offer more of resources and items that you can find or craft with materials in the immediate area, and offer far, far less of items not found in the system or that can't be crafted with minerals you can find locally.
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I'd like to note that for maximum effectiveness, this should be combined with Keptick's suggestions regarding planets.
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EDIT 12/6/15: Cargo is now implemented! I can now remove all the sidenotes about cargo :D
I'd like to note that for maximum effectiveness, this should be combined with Keptick's suggestions regarding planets.
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EDIT 12/6/15: Cargo is now implemented! I can now remove all the sidenotes about cargo :D
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