I've played many games with various forms of economies and Star Citizen as far as I've read into it, will definitely allow players to create impact. So... Here's the Current link to the plans they have.
https://robertsspaceindustries.com/comm-link/engineering/13128-The-Star-Citizen-Economy
It seems NPCs will start with everything and players will take over, over time. This being said I'll probably need a full team to acquire resources quickly to take hold and start up TEST Squadron’s facilities (Legitly in this case.) Apparently over time players can own factories, refineries, and so on, so my plan is to go after refinery and then a factory. It’s probable we will need multiples as well...
Why?
TEST’s size means that we will likely use up bulk resources relatively quickly, particularly fuel and modules, if not the ships due to our… enthusiastically explosive nature. We will need our own capabilities to replenish and resupply. TEST EVE was a perfect example on how resources can choke a solid group, and I don’t plan on letting TEST Squadron fall in the same boat if I can help it. We will need money and physical resources to maintain ourselves in the game.
So what are you thinking this early for?
Beta actually will be on us faster than most think. In EVE I was planning almost 2 months ahead in business, and that was barely enough. Now, I plan to take a grip early to solidify TEST Squadron’s hold in the game and get us a solid start to being self-sufficient, thereby preventing the “resource choke” that could result from lack of planning. While it’s true players can build up through the NPC stations, wouldn’t it be better if we could give our own a solid boost, if not outright be able to supply at extremely low if not free?
Initially there will only be three divisions to start in
- Mining - Obvious Resource gathering.
- Transport - We may get orders for these resources from factories or refineries, these guys run the goods.
- Escort - annnd these guys protect the transports. I won’t send escorts with small ships most likely, but if we’re running MISCs or Caterpillars I’ll be more inclined.
As of right now there will likely be three stages of business.
-Dispatcher/Head of Business (whatever you want to call it.)
-Foremen (Head of division)
-Workforce (workers, peons… underlings… Minions?)
Escort may rely on our military guys… or they can be internal to business. That would require talks from the Overlords.
When we get a more solid view of Organizations I may elaborate more on it, if internal groups are possible.
I don’t plan on leading our military for NPC missions or Strike Missions but if a centralized dispatch is needed I’ll likely raise my voice for the post.
Over time I plan to add to this post, but for now this will begin the thoughts.
https://robertsspaceindustries.com/comm-link/engineering/13128-The-Star-Citizen-Economy
It seems NPCs will start with everything and players will take over, over time. This being said I'll probably need a full team to acquire resources quickly to take hold and start up TEST Squadron’s facilities (Legitly in this case.) Apparently over time players can own factories, refineries, and so on, so my plan is to go after refinery and then a factory. It’s probable we will need multiples as well...
Why?
TEST’s size means that we will likely use up bulk resources relatively quickly, particularly fuel and modules, if not the ships due to our… enthusiastically explosive nature. We will need our own capabilities to replenish and resupply. TEST EVE was a perfect example on how resources can choke a solid group, and I don’t plan on letting TEST Squadron fall in the same boat if I can help it. We will need money and physical resources to maintain ourselves in the game.
So what are you thinking this early for?
Beta actually will be on us faster than most think. In EVE I was planning almost 2 months ahead in business, and that was barely enough. Now, I plan to take a grip early to solidify TEST Squadron’s hold in the game and get us a solid start to being self-sufficient, thereby preventing the “resource choke” that could result from lack of planning. While it’s true players can build up through the NPC stations, wouldn’t it be better if we could give our own a solid boost, if not outright be able to supply at extremely low if not free?
Initially there will only be three divisions to start in
- Mining - Obvious Resource gathering.
- Transport - We may get orders for these resources from factories or refineries, these guys run the goods.
- Escort - annnd these guys protect the transports. I won’t send escorts with small ships most likely, but if we’re running MISCs or Caterpillars I’ll be more inclined.
As of right now there will likely be three stages of business.
-Dispatcher/Head of Business (whatever you want to call it.)
-Foremen (Head of division)
-Workforce (workers, peons… underlings… Minions?)
Escort may rely on our military guys… or they can be internal to business. That would require talks from the Overlords.
When we get a more solid view of Organizations I may elaborate more on it, if internal groups are possible.
I don’t plan on leading our military for NPC missions or Strike Missions but if a centralized dispatch is needed I’ll likely raise my voice for the post.
Over time I plan to add to this post, but for now this will begin the thoughts.