Credits in Elite are not currency. They are what in other games would be called Experience Points (XP). Ship outfitting and all of that is really just a space-y version of speccing out your character. That's why the ship tiers are exponentially higher than one another. It's a thinly disguised leveling system. "Buying" and "Selling" of commodities is just a shell game. There are no items in the game that actually *do* anything. There are no consumables to buy apart from fuel and limpets, both of which cost next to nothing and have no gameplay significance. Your money doesn't do anything. It has no meaningful impact on anything other than your own account. There's no inflation because there's no trade. Credits haven't been devalued; they have no value in the first place.
And again inflation doesn't matter or exist, because the prices of all goods are set by the game. Nobody can sell anything to anyone, there is no auction house or exchange of modules or anything else. There's nothing of any use-value in the entire game that another player can give to you. Everybody buys from the company store.
That's an interesting viewpoint.
Yes credits can be seen as experience points, but just because it can be seen as experience points doesn't mean these experience points can't function as currency. Especially with commodity trading.
Now you're right most services in elite cost next to nothing to purchase with CR. What is expensive are the ships and the subsequent modules that you have to buy to outfit your ship... at first.
But what makes a ship expensive or cheap is arbitrary on your personal progression through the game.
See when I say that credit has a certain value. i mean it has a certain value to you. How much do I have to pay you to get you to do something I want.
It is subject to your current player progression and decreases over time as you progress. That means, when you are a newbie, I could probably get you to do missions for my faction a few 100K.
However as you progress and grow richer, it may take 1M to convince you... then 10M, then a 50M.
This is what I mean by hyperinflation. All players go through this. Their time in game becomes worth more and more credits and approaches infinity as one progresses through the game.
One doesn't need an auction house or the exhange of modules for hyperinflation and devaluation of currency to occur. Hell Hyper inflation can occur within a single player experience because the central tenant is that the currency in question is continuously and infinitely being created.
I hope that helps explain what I mean.
Another thing to consider is, considering FD's track record with things like this, how can anyone expect them to implement anything like OP suggests without it being full of exploitable holes?
Beyond the fear of "keeping things the same, don't change things because you might introduce bugs" which I think is counter productive to having some vibrant player driven gameplay. (take horizons. without it, distant worlds expeditions would have had all those basecamps fun, no matter what bugs we did find)
What is being asked is simply thus: create a currency that is valuable again that can be used in a player drive economy to support player driven initiatives like mercenaries, escorts, PMF freedom fightering, contest/competition prize handouts.
Even if they implement it flawlessly, the flaw is in the system. You can't really tell who's a player, so most, if not all "player driven" economies have ended up as bot driven economies anyway.
Unless you write code or actually create content (a la second life), you're just a buttonmasher collecting pixels for recipes, which is ultimately better done by bots. They are less prone to carpal tunnel syndrome. ;p
With commodity exchange. You have to actually meet the player in question to carry out the transaction.
The current commodity of choice when exchanging for Modular terminals, bromelite, or painite is Palladium. I can't remember the exchange rate but for the moment the most used currency that players currently do use is in fact
Palladium.
It's valued around 1 ton : 13000 CR. It's a good exchange rate... except honestly CR isn't worth that much. If we could find a commodity that's worth 1 ton : 1,300,000 CR for commodity exchange it would probably replace palladium.
Player driven economies... are kinda already here but they're stunted by not having a valuable commodity of exchange.
Mind you a valuable commodity of exchange doesn't need to be tied to the value of credit.
For instance it could be a required item to do G5 engineering that can only be exchanged in person. Credit wise it could be worthless in the station commodity market.
I could then trade this commodity for services that a CMDR could provide like helping me improve my PMF.
Do you think a bot could carry out the actions of doing a mission and then conducting the commodity exchange in game in local space? It's not so simple as you think.
Hi, I'm new, very new and haven't looked deeply into the economy.
As much as I like EVE's economy I don't think ED's was designed to handle something like that.
A more dynamic economy that react to our actions would make the game more immersive.
Hi there welcome. This isn't what my Original post was about.
It wasn't about replacing the exisiting BGS economy. It's about overlaying a PDE over it between players to exchange currency for services by supporting the introduction (or reintroduction) of a valuable currency that can be used for such exchanges.
The currency in previous versions of the game I thought had good potential were Engineer Commodities. They served that purpose for a while. If we have engineer commodity storage, I'd like to see a return of them.
Have a reread and potentially watch the videos in the OP and let me know what you think. Thanks!