A space sim without a player-driven economy and without a strictly MMO-style gameplay is just not a good space sim.
Once upon a time a couple of young graduates were told that no space game would work unless you had 3 lives and a short play time...
A space sim without a player-driven economy and without a strictly MMO-style gameplay is just not a good space sim.
I don't think the purchasing power of any number of players in a galaxy with 400 billion star systems is going to really have much of an overall impact on the galactic economy. It's too big.
[edit] An example if this was the recent Eranin/Federal conflict in which players were able to influence the outcome by force of numbers, either fighting on the Federation's behalf or trading on Eranin's.. it ended up as a stalemate.
The turn off with EVE is, like many of these MMO(RPG) games is resource. You have to invest a vast amount of time and/or money into the game to be on a level playing field. They're about building powerful players and the gameplay is entirely geared around grinding.
Oh and EVE there is no direct flight control - which is also boring. So it's boring, with boring and a monthly fee on top.
I'm hoping that the economics in Ewill provide a method of making some cash for my character along with other ways that I can engage in as and when I feel like it, with the vast amount of the game being in a ship with my joystick wondering whether I should shoot the ship in front of me so I can get rid of mass-locking.
We're talking at cross purposes - when it comes to economies, and groups of people making trades, an emergencce occurs, kind of a self-directed phenomena driven by the participants themselves. Economists, or competent ones at least, observe, they do not direct or attempt to be proscriptive, that isn't the point.
This game is about trading and the economy. I know I have read that there will be a player based economy, which is awesome. Is there going to be an in-house economist to maintain and watch the overall health and direction of the economy?
flamingbigtex
It isn't a very good simulator, in a simulator market forces would balance out the different professions. If piracy get too bad, traders stop trading and prices go up, encouraging traders. If mining is boring and doesn't make money, mineral prices go up, users start mining, and pirates go to places where people are mining.
The "game" is broken because it doesn't simulate market forces enough to create better risk v. reward scenarios.