Big problems :
1) bots are selling the indy schematics which are very expensive, and drain the players moneys => money are heading out of the economy.
2) players have to sell ores to market bots to make money to buy >1)< leaving them to little to buy components to mantain the economy. If they buy schematics and sell ores to make money for schematics => vast ore quantities are heading out of the game economy
3) Players cannot generate revenue in many ways.
I. Make Aphelia an real entity (innaccesible org) ingame, held by devs - which stores both money and ores from markets > money in a wallet and ores in market bins. Both assets remain ingame .
II.Corresponding To each market district, at a certain distance not to *clog* to much the area, factory buildings (Held by Aphelia) should be placed by developers. The actual fun starts now.
-*APHELIA OWNED FACTORY CONCEPT*-
In each factory there is going to be an certain number of production lines, each production line will have one job, which will be available for players.
Job can be implemented as a mini-game consisting in players choosing one element to build -lets say M atmo engine from the element list. In order to build the element, players will have to chose sub-elements it is built from and take those in his inventory. After that he will chose a construct tool and brush the frame engine, an animation apear (maybe similar to space engineers? ) on how that element is constructed, thus in an certain time ( usually several seconds maybe half of minute, depending on the element) the finite engine will be constructed. Engine will go to Aphelia inventory and player will be rewarded with an small sum for each unit constructed.That sum of quanta is related to how expensive that element is on market. Each unit constructed by players will end up in market, sold by Aphelia so the number of sold elements will be linked to how many elements were constructed by players.
III. The factories will have inventories which require to be fed with ores from the market bins in order to produce elements. In this regards there will be issued missions to carry the bulk ore from the markets to factories in ships. Carried ore cannot be stolen or interacted with, it is simply loaded in one site, and offloaded into a factory. Same mechanic is apply to elements constructed in those factories. If elements either ores or components stays to much into an cargo container they will automatically return back to initial spot.
IV. Factories are upgradable depending on how much success each factory have on producing elements. They can become very large, can start from 4 players using them and going to
more than 20 players. The reward per element and per day will increase with the factory level giving incentive to players to contribute to its development. An balancing factor may be that an fix sum per day can be rewarder per player.
Ofc, some new gamecode have to be written to enable those features, but hail to the development time.
This rough ideea *MAY* adress *SOME* issues:
-money and ore will return to players in different forms
-created elements by players will go to markets. This can address some elements shortages.
-diversify the range of activities from which players can make money
-creating enganging new activities and trade routs from markets to factories and vice-versa, string of cargo hauling missions -may create better pilots-
-allowing novice players to understand what industry will require if they want to build it and familiarize them with the notions of elements recipes.
-Aphelia owned tiles in the spawning area will begin to look a bit more realistic, with multiple structures on them, ships going from one district to another.
-animations made for the mini-game of element constructing can be added to actual elements placing when a player is constructing a ship, adding a nice construction effect to the game.
Fundamentally mining will still be the base of all game loops, but its required for realistically sustain the economy until players settle down huge production batches.