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Showing results for tags 'econonmy'.
In order to build trust between actors, NQ intends to add a 5-star rating system, but a rating system like this can be abused as well. I can give a player a poor rating and impact their ability to play the game regardless of their performance with respect to the mission itself. However, there are ways to formally rate a player's mission performance. NQ should have the ability to track when or whether certain mission-related events occur. (I am focusing on hauling missions here, but the principle of formal performance metrics is not limited to this scope) A few possible metrics
Current schematics mechanics is pretty much economical black hole which destroys economy as it is instead of reinvigorating it. Currency in economy should flow and not think into black hole, in order to keep economy itself working. Also, schematics themselves also need to become source of income for players, they shouldn't be just dumped onto market via NPC. My idea is to introduce a Schematics Printer that follows these principles: 1) Players can craft T1 Schematics Printer via Nanoforge. 2) T1 Schematics Printer can print any T1 schematics + schematics of T2 Schematics
After giving the most recent Kickstarter update video a listen, I got a nice little nugget of info. ~Blueprints will not be wiped between Alpha, Beta, and the Release. This gives a tangible advantage to players at the gold level and higher, as the time they spend building (and helping test for that matter) the voxel system, ship building, and base building will get to carry-over all of their blueprints and potentially have an economic advantage at game launch. While other players are trying to develop ships from scratch or working off of the start ships, Alpha/Beta players will already