I would propose similar... but, this would take a major agreement on all parties involved, which probably wouldn't happen...
The starter planet should almost be a player designated safe zone itself. Yes, there will be mining, and eventual resource depletion, but if everyone is careful, then it keeps an area that is a "Neutral Zone." Maybe a shared mining operation that all organizations are part of to have a shared pool for newcomers on the initial planet. So, growth is very carefully monitored only on the starter planet (or the hemisphere, even just the quadrant, the Ark ship is in). This would give new players down the road a way to get off the starter planet, by either purchasing the resources "cheap,"[1] or digging them out of that shared mining location(s) themselves, or having a common area to find work under any of the organizations.
Once you're out of the area players have fenced off, you're on your own, and good luck. But, it would give late comers a way to start building up their resources without needing to worry about who's toes their stepping on, or if the resources are depleted, etc... because the people who have been around longer are trying to keep that area usable for the newer folks that show up.
If there isn't a way implemented in game by NQ, then players purposefully keeping it useful is the only way I see it staying sustainable.
I'm not saying it should be completely safe, or that there couldn't be any political maneuvering for better standing, etc... just that it's a player designated neutral area for the express purpose as a launching point for the future. Even if attempting to keep the area sustainable fell through, having an area that has emerged where all organizations can meet in relative safety, have a large market area, a "safe" area for new arrivals, etc... could be worth the attempt for most organizations to see it through.
-M
[1] - I say "cheap," as if there's multiple organizations all adding to the same pool, the overall cost would be lowered dramatically.
A lot of people just don't care about the bickering over minutia which is largely what this and pretty much every other forum consists of.
I fund/play a lot of games, i almost never join the communities because i find the constant arguing and posturing intolerable. This game was one of the rare few i cared enough about to put up with the community for
Yeah this is exactly what I have been saying in a number of threads. I was merely agreeing that not having it in at launch doesn't make fantastic advertising. "You can build space guns" sounds much better than "You will eventually be able to build space guns". It makes no difference in terms of gameplay and is probably a good thing, just in terms of marketing.
Dev quotes are our friend:
https://www.google.com/amp/s/devblog.dualthegame.com/2015/07/24/territory-control/amp/
Territory Units are rather rare and expensive units, made of materials that will be available only in remote areas away from the arkship, or even on other planets, and requiring advanced mining skills and tools. In other words, it will be close to impossible to build them at start. We expect certain players to specialize in the manufacturing of Territory Units, but even for them the challenge will be high, but then they can expect to get a very good price for them on the markets. We want the Territory Unit to be hard to make because we don't want a sort of gold rush at the start the game, that would favor early players and reduce the gameplay to "get as much TU as possible before it's too late".