Daiten's Business Plans (subject to change)

Daiten Baou

Rear Admiral
Nov 2, 2013
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DaitenTryce
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.
 
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SeungRyul

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Good start! We definitely need to consolidate resources as it doesnt matter if we 1000 pilots if they don't have any ships to fly in. I think the ideal goal is to offer our own insurance program where we cover modules/modifications made to basic hulls of lost ships (ofc lost during alliance ops) that way people can have a steady stream of ships to PVP and support the alliance in. ATM I don't see the need for a hull-insurance program since the official insurance ingame is pretty cheap and good 'nuff.

Also another thing is that we need to definitely look toward getting our own sovreignty in the lawless systems, that way we have a potentially rich resource to piggyback on. To do this we will need lotsa explorers to assess possible sites for TEST HQ that have plenty of resources.
 

Daiten Baou

Rear Admiral
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The in-game insurance covers things pretty well as far as rebuilding costs, but if the ship isn't available our pilots will run into problems. The second thing it does is keeps money in TEST coffers. If they buy ships elsewhere the money moves out to other players or NPCs. If we have the ships on hand we can sell them directly and benefit TEST as a whole by putting the money into our other resources. Availability by default will drive NPC prices up and down. If we control the resources in our system, we can control the prices, both ours and the NPCs. However, by doing so I'll say this... we become a giant target, meaning both NPCs and players will target our transports and areas of business.

Of course... we don't have any shortage of suicidal pilots... so I really don't see how that can go wrong.... :p

As for sovereignty, I don't plan on running the main business too far away from TEST HQ... but business placement will play a role in how much we get too, so we have to be mindful of that. Valuable resources mean nothing if you can't sell them or use them. Trade will have to have a front within the lawman's boundaries if we want to sell (and buy) easily. Similar concept in EVE.... place a trade front and protect it, but as far as actual positioning I could care less. I've ideas there too, but I lack the intel to place a solid mark on a reliable structure for moving goods.
 

SeungRyul

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Sounds solid! Imagine if we can control the Star Citizen equivalent of Jita, we would never lack for income. We can do this by offering greymarket/blackmarket goods (since we control the space) and legal market goods but with less taxes.
 

Daiten Baou

Rear Admiral
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Sounds solid! Imagine if we can control the Star Citizen equivalent of Jita, we would never lack for income. We can do this by offering greymarket/blackmarket goods (since we control the space) and legal market goods but with less taxes.
Please no.... not the JITA! :eek: My computer will cry for mercy! (And maybe Star Citizen servers too... if you get 2300 people all vying for the same business point...)
 

SeungRyul

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Please no.... not the JITA! :eek: My computer will cry for mercy! (And maybe Star Citizen servers too... if you get 2300 people all vying for the same business point...)
MWHAHAHAHA

I could double your hardware :) I'm quitting gaming and giving out double hardware to everyone! Just mail me your pc build and I'll double it and send it back.
 
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JoeCool4433

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I imagine that locking down an area will not be as easy as EVE. It's not like you'll know where the enemy will come from a gate and you can lock it down with a bubble.

I think that fuel is going to be the most desired commodity. Especially living away from lawful space and trade. The question is going to be whether or not doing it ourselves will prove to be more cost effective than subbing out to UFS. Time will tell.

The good thing is that at the rate we're acquiring members, we should have no problem controlling space and trade lanes. Especially since the hauling ships are pretty adequately armed with turrets and the like, it won't be just fish in a barrel.

I think for the most part we'd be pretty ok with the hull replacement that is already built in. I mean, most of us probably have LTI for the basic ships we'd be flying. However, it would still be a good idea to do so or to have loner versions of the ships for when insurance did kick in and you got your ship replaced. Sort of like rent-a car when your car is in the shop, but with sphess ships.

MWHAHAHAHA

I could double your hardware :) I'm quitting gaming and giving out double hardware to everyone! Just mail me your pc build and I'll double it and send it back.
I laugh because I can remember reading an article about a guy who was honest with that. The only thing was most people didn't follow his rules and then he would keep their money. They do say a sucker is born every minute tho :D
 

Flipper

Grand Moff of TEST Squardon
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Lord, I really hope that doubling scams are taken in stride a lá EVE rather than a lá WoW where it can and will get you banned. EVE's attitude towards the players is so much better IMO =/
 

h0und

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Whatever you do, just remember to send me a monthly percentage of your earnings. Protection money, ya know. We wouldn't want anything bad to happen, now would we?
 

Daiten Baou

Rear Admiral
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DaitenTryce
Whatever you do, just remember to send me a monthly percentage of your earnings. Protection money, ya know. We wouldn't want anything bad to happen, now would we?
Consistent escorts and runners would likely be on a payroll. Those who want to just do things every once in a while will get a contract. Obviously... the consistent ones would get priority. (And the conscripts get the s*** missions.... >.>)
 
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Daiten Baou

Rear Admiral
Nov 2, 2013
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DaitenTryce
I think for the most part we'd be pretty ok with the hull replacement that is already built in. I mean, most of us probably have LTI for the basic ships we'd be flying. However, it would still be a good idea to do so or to have loner versions of the ships for when insurance did kick in and you got your ship replaced. Sort of like rent-a car when your car is in the shop, but with sphess ships.
I wasn't so concerned about the hulls ... as modules and equipment, which are NOT covered normally (but you can buy insurance for, I believe). Fuel would also be a massive concern given the size of our fleet. I also don't want our members getting screwed by availability problems, which will drive NPC and player prices up.
 

starkestrel

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I mean, most of us probably have LTI for the basic ships we'd be flying.
This may be true now, but by launch it's likely we'll have many more members and many of them will have bought into the game after the LTI offer ended.

Those of us around for LTI may also be flying ships that we purchased afterwards in-game.
 

Brosiedon

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The second thing it does is keeps money in TEST coffers.
Since they seem to be implementing a system for organizations to have bank accounts, we could make things a lot easier by actually have "TEST coffers" and using them to pool in incomes and hand out contracts and payments instead of trying to coordinate transactions between a buttload of different bank accounts. (I think it's going to be hard enough time just trying to coordinate a clusterfuck of suicidal auroras as is ;).)
 
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