Player based economy? (or partially)

A (partially) player based economy would add another dynamic to the current delivery missions, (maybe 25 %), - It would create a purpose for these types of missions besides pew-pew or just earning credits - A player would have to find or choose the commodity that is needed for that certain state, (famine- war- boom, etc.) - By avoiding the pirates or the NPC's protecting the targeted system against the incursion, It would be a type of goal for faction or "free" player involvement without much of an adjustment of the current games' state of play - An additional % of delivered units of a needed type of commodity would ensure a bonus or an increase of status by the player for the SuperPower or the Local Faction involved. Laying a minefield at the system entry point or a faction patrol squadron on the shipping route would encourage the shipper to adjust the route used for delivery and also make the opposing parties consider a viable plan to counter the mission.
 
The bubble population is around 6 Trillion. The total player base (total, not active) is less than 3M. It's a fantasy that that small fraction can meaning influence the bubble's economy. It's bad enough that their dumb factions are everywhere.
 
A (partially) player based economy would add another dynamic to the current delivery missions, (maybe 25 %), - It would create a purpose for these types of missions besides pew-pew or just earning credits - A player would have to find or choose the commodity that is needed for that certain state, (famine- war- boom, etc.) - By avoiding the pirates or the NPC's protecting the targeted system against the incursion, It would be a type of goal for faction or "free" player involvement without much of an adjustment of the current games' state of play - An additional % of delivered units of a needed type of commodity would ensure a bonus or an increase of status by the player for the SuperPower or the Local Faction involved. Laying a minefield at the system entry point or a faction patrol squadron on the shipping route would encourage the shipper to adjust the route used for delivery and also make the opposing parties consider a viable plan to counter the mission.
Could you go into more detail of how this differs from the current system?

At the moment, the BGS states are triggered by player actions. Those states change the market dynamics - supply and demand - in the stations owned by that faction. Those supply and demand changes affect the trade missions offered to and from those stations, as well as potentially affecting the security levels which affects the chances of NPC opposition to the mission.

It's all fairly subtle, and I wouldn't mind seeing it turned up a few more degrees in impact on day to day activity.
 
I oppose. Any player-based revenue streams would simply be grossly exploited.

However, what I would like to see is the availability of goods at stations based on player trade, moreso than it is now, and not impacted by the update/resupply tick that replenishes station supplies.

For clarity:

If players sell commodities at a station that are not otherwise available at that station, that are not Rare Commodities, for example, dumping a load of Basic Medicines, at a station in a Refining system station that does not normally sell Basic Medicines, those Basic Medicines should remain on the market until either purchased by another player, or depleted at a rate determined by the system economy type.
 
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