I've been thinking on the economy side of the game recently. It seems that currently the economy is based on events that are not related to one another. Commerce happening is basically separate events determined by individual stations internal economies: stations produce, and order in supplies, and then set their buy/sell individually, without any connection to other stations. For example, one good can be sold at very different prices in the same sector, even by the same faction. So in a way the economy is event-based, and not interconnected unless a player makes it so (establishing a production chain in a sector).
I wonder if the devs have intention to add more dynamic to the economy? Or will it remain "separate event-based"? Either is good in my opinion, but probably using both would be best: interconnected economy with believable random events.
Anyways post your suggestions how to make the economy more immersive, believable, playable and so on!
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Nachtu
I've been thinking on the economy side of the game recently. It seems that currently the economy is based on events that are not related to one another. Commerce happening is basically separate events determined by individual stations internal economies: stations produce, and order in supplies, and then set their buy/sell individually, without any connection to other stations. For example, one good can be sold at very different prices in the same sector, even by the same faction. So in a way the economy is event-based, and not interconnected unless a player makes it so (establishing a production chain in a sector).
I wonder if the devs have intention to add more dynamic to the economy? Or will it remain "separate event-based"? Either is good in my opinion, but probably using both would be best: interconnected economy with believable random events.
Anyways post your suggestions how to make the economy more immersive, believable, playable and so on!
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