Details about the fleet.
1. property
I could suggest allowing players to enable mini community goal to gather resources for building properties of the following types:
1 - mining facility or farm
2 - refinery (for ore, agricultural products or something else -on the other hand, its functions may be combined with mining facility)
3 - factory (produces something from ore or raw materials gathered in p.1)
4 - marketplace (retail store)
And the squadron itself could be used to protect these facilitie and attack adversaries.
2 - how all this might function
2.1 - player finds suitable spot and via special tab in UI arranges a CG for gathering resources and building mining, refinery or industrial facilities or either marketplace.
2.2 after resouces are gathered (probably requirements should be far less than for stations) construction should begin.
2.3 after the facility is ready, it starts working. e.g. if it's mining - a player hires some NPCs that can be assigned to the facility and then these NPCs fly in belts gathering ore to fill the warehouse of the facility.
2.4 - NPC or players assigned to refinery or factory come with cargo ships and after paying sum1 = salary to NPCs or players of mining facility they could pick resources to move them to another facility (probably owned by same or even other player) (facility owner can divide margin from selling raw materials between salaries for NPC workers or other players who might assist in gathering resources or in upgrading the facility (if owner wants to widen the operation or even to build something new), cut that goes into squadron's budget and, finally, own profit.
2.5 - refinery or factory from raw materials brought by NPCs or players from mining facility starts producing goods (varying presetted types from food to weapons). Its warehouse fills with product.
2.6 - NPCs or players come from the marketplace and after paying (sum2 = sum1 + salary for NPCs and players) pick up the goods and carry them to marketplace.
(factory owner can split the income in the same way as were previously described)
2.7 marketplace brings goods for sale at a price (total = sum1+ sum2 +salaries)
(marketplace owner can split the income in the same way as were previously described)
3 - player can own a specific factory for producing food, weapons or medicines. in that case 2.1 - 2.4 are performed with exception: the game finds closest system with the need for these wares (e.g. in a state of epidemy or war) and generates missions for delivering these goods there. If the game finds a system in a state of famine it could start generating missions to deliver there food from food production plant.
In these cases part of mission reward can be handled to player and remaining sum will be transferred to factory account.
in my opinion this system can attract many players from other projects and it is flexible enough not to break the bgs.
1. property
I could suggest allowing players to enable mini community goal to gather resources for building properties of the following types:
1 - mining facility or farm
2 - refinery (for ore, agricultural products or something else -on the other hand, its functions may be combined with mining facility)
3 - factory (produces something from ore or raw materials gathered in p.1)
4 - marketplace (retail store)
And the squadron itself could be used to protect these facilitie and attack adversaries.
2 - how all this might function
2.1 - player finds suitable spot and via special tab in UI arranges a CG for gathering resources and building mining, refinery or industrial facilities or either marketplace.
2.2 after resouces are gathered (probably requirements should be far less than for stations) construction should begin.
2.3 after the facility is ready, it starts working. e.g. if it's mining - a player hires some NPCs that can be assigned to the facility and then these NPCs fly in belts gathering ore to fill the warehouse of the facility.
2.4 - NPC or players assigned to refinery or factory come with cargo ships and after paying sum1 = salary to NPCs or players of mining facility they could pick resources to move them to another facility (probably owned by same or even other player) (facility owner can divide margin from selling raw materials between salaries for NPC workers or other players who might assist in gathering resources or in upgrading the facility (if owner wants to widen the operation or even to build something new), cut that goes into squadron's budget and, finally, own profit.
2.5 - refinery or factory from raw materials brought by NPCs or players from mining facility starts producing goods (varying presetted types from food to weapons). Its warehouse fills with product.
2.6 - NPCs or players come from the marketplace and after paying (sum2 = sum1 + salary for NPCs and players) pick up the goods and carry them to marketplace.
(factory owner can split the income in the same way as were previously described)
2.7 marketplace brings goods for sale at a price (total = sum1+ sum2 +salaries)
(marketplace owner can split the income in the same way as were previously described)
3 - player can own a specific factory for producing food, weapons or medicines. in that case 2.1 - 2.4 are performed with exception: the game finds closest system with the need for these wares (e.g. in a state of epidemy or war) and generates missions for delivering these goods there. If the game finds a system in a state of famine it could start generating missions to deliver there food from food production plant.
In these cases part of mission reward can be handled to player and remaining sum will be transferred to factory account.
in my opinion this system can attract many players from other projects and it is flexible enough not to break the bgs.