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1. Mining possesses initial barriers. That is an absolutely valid claim. You have forsaken that barrier by way of contributing to an isolated economic cycle, but the barrier is still there. If I came to play the game for the economy, I'd bounce in 3 days, having spent 300% of the marks I had earned (since I'm spending marks I'm being given for nothing) without having made a single mark of profit. I'd be burned out, frustrated, and bored. Or: I'd feel the exact same way I have every time I've tried to get into Starmourn's economy so far. Yeah, there are workarounds, but the problem still exists that a newbie can't come and play the game for one of its main draws without significant social interaction (compared to the other two). Disclaimer: Duh, roleplaying is important and duh roleplaying involves social interaction, but there is more to RP than just fluffy unicorn happy trade deals. Imagine wanting to play a space trucker with a shitty attitude and finding out it's fundamentally impossible without also being a genocidal maniac... now you're just a trope.
An economy can't be driven by NPC orders. It's up to the players to make it work.
The people in power
are still players, volunteering their time in what shouldn't feel like a
and so are the miners who suffer the real time sink.
I agree with this sentiment, but I disagree that the onus is on people
Would be pretty cool RP if it were fabricated, imo
I can't provide any data, but I'll chime in with my own
impressions, because I never really expected to get too into space gathering
and manufacturing. However, with the changes to how comms spawn according to
economy, I really enjoy mining these days. It's nice to be able to look at my
current cargo (please please please add location and type filters) and say,
"I need some iriil today," and know where I can go to find it.
Despite my own enjoyment, though, I don't have the time to
do a lot of mining. Especially when I also want to haul intermediary products
out to factories in the more remote subsecs or do some incursions. So, I have
several high-paying market buy orders (as in, x3 or more for high-use gas).
I think that's probably okay? I imagine this is kind of what
the system is trying to drive towards, and might even be why the autofactory
PMOs are so broken? (I don't know about that, they seem egregious, but it's a
thought. Like, shove marks into people at the end so they have enough that
they're okay with buying base comms at higher prices?) Though with faction
programs probably a decent portion of comms are staying within the faction, so
the general market doesn't see them.
And it definitely wouldn't be okay if we
had zero dedicated miners, but my orders do get picked up fairly regularly (I
don't think there's been a day when some resources haven't been delivered), so
there is at least one person making money out there.
To be fair, I...don't really care that much about making big
money. Probably if I wanted to maximize profit, I wouldn't have
such high buy orders. Though to that, even my highest buy order prices still
allow a decent profit margin if I did try to sell, but actually moving produced
goods on the market via offers or orders isn't really a priority for me. I just
like being able to make stuff and use the stuff I make.
Maybe if factions could create orders, and arrange to pay
out more if the order was fulfilled by a faction member? That would be neat.
I understand CA seems to be essentially doing this, but,
well, there's a limited number of people who find joy in that kind of
bookkeeping, and honestly it's likely they gravitated naturally toward CA.
Faction-created orders would allow the same thing, but without the need for a
personal accountant. Or at least, it would greatly reduce the manual work an
accountant would have to do.