✖ Star Citizen » The Economy
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Comments
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A good thought provoking video. Personally I don't think there's anything wrong with people abusing e.g missile prices since that reflects real life though I imagine there would not be just one factory producing missiles.
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I am sooooo jacked about this game!!! But I have one question if you want to meat someone new how will you do that? My idea is when you lock on to someone is will say "friendly" or "looking for trouble and the player can set that but what they set would be negated if they have a bounty for example. It could also say "a weak opponent" or "looking to trade" or business just example, but you could do some much to show what you are doing or looking to do. The reason I am saying this is, what if I am checking something and not on the controls and some comes by and drops a missile and you dead? This system or something like this system needs to be implemented. If you pick up a reading on your radar and see they are friendly you could connect to said person and go into a private broadcasting channel and speak of whatever and make sure they are friendly so they can come closer or see if someone is ok. If someone does not answer the message, before blowing them to bits tell them that you will open fire. Later star citizen players would probably know if someone is lying that they are friendly or the alternative could be a reputation system and if you rep is good or bad you could post things like "friendly" depending on your rep. Ok I am done rambling, plz tell me about what you think about this idea if you even read the whole thing. Thx!!!!
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14:48
Each system is linked by nodes, when someone jumps to an area "npc or player" there will be a hidden match making system or lobby that will pair players and AI's up. If no players exist in an area it could all be handled server side. Set by a default rate.
When players exist "instances are formed" an the mission behaves like any normal mission would. e.g. a mission is a requirement for the spawn of an instance designed to meet that mission parameters. The completion of these mission or instances have outcomes based on success or failure.
These instances can be PVE or PVP, dependant on various things.
e.g.
Cargo
NPC 1 (dies to pirates)
NPC 2 (passes fine)
NPC 3 (passes fine)
NPC 4 (dies to pirates)
NPC 5 (dies to player control pirate)
NPC 6 (passes fine)
Player 1 (gets attacked by ai control pirates)
Player 2 (gets attack by player control pirates)
The total effect on the cumulative supply and demand effects the outcome of the system.
The system then realises it has a pirate issues so start sending out distress missions
Requesting Police or Mercenaries to Combat Pirating
Requesting Cargo Defenders.
Then you get the following added to the matrix above
NPC cargo ship supported by player fighters (gets attacked by pirates)
AI cargo ship supported by AI fighters (gets attack by pirates)
Player Cargo ships supported by player fighters (gets attack by player pirates)
Based on a match making system that is hidden from the player an available traffic within an area.
Obviously if the pirates start winning more often the supply drops and prices rise for goods and resources.
If the Cargo and fighters start winning could attract larger groups of pirates to the system.
Remember this is just one system among hundreds of possible systems, so going elsewhere is a good option (for solo players etc).
Basically the more traffic an area get it becomes more competitive and profitable to have control.
I can easily see this becoming an all out war between 2 large player run Companies/guilds/clans with enough active members controlling and securing down a system or system(s).
e.g. a large pirate clan vs an trading company or "self appointed" police force / cargo protection company.
where players could hire protection or be hired by AI's etc etc. Or be hired to attack a companies cargo ship(s) etc etc. almost infinite jobs that are not just "deathmatch pvp". -
I have a question : what if the player you hire to escort your space cow ... BETRAYS you ???
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Wait......so you have a pve / pvp switch ???
that takes out the immersion :/
i want to raid the space cows....when i see one....
not get a message that " ohh he switched pvp off " -
it would be nice if you had like 8 ships in your hangar.
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what happens if its 15 Orions vs 15 Orions? will star citizen have an inception moment?
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One of my concerns with a game of this scale is morality. Here on earth, we don't go raiding factories and cargo ships all that much. We have a sense of empathy with the people we'd have to kill or steal from, and our concern for life is much higher. I hope they can stress this in the game enough so that we don't have a bunch of jerks in fighters just blowing up other ships for fun. I hope the rewards/costs discourage it, or something else can be done.
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thanks for the information, the numerous suggestion, they help and I don't want to fight all the time, maybe 20-30% of the time (escort duty), if that
like the idea of trade, transportation, and exploring, the dynamic economy was brilliant concept (FreeLancer & Wing Commander: Privateer), it's the idea that there is more to do within this environment. shooting the opposition is great part of the game, but others want something do, the game gives me a different environment to do that in, and I am going to enjoy for all is worth....... -
What i mean is if i land on 30 stations eg. Will i get the price info for each station like who is buying the highest and who is selling the lowest without having to search everything next time i land? Will the onboard computer stay upto date? Or will i have to land back on those bases to update the price? Last thing any trader needs is a price change during transit.This game is going to be the greatest ever.
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Will their be a tool that shows highest and lowest prices based on the places you have landed. Like Freelancer?
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Now I want to see a fuel tanker in the middle of a PvP battle.
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Anyone thought about setting up a pirate safe heaven and calling it The Pirate Bay?
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I did like your idea about a business making there price go up, because they are destroying the ships in that area and creating a vicious cycle. though you must remember that there are other businesses in the area, and because they are cheaper then people will buy there items!
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Did anyone hear about EVE online's Economy? A huge team bought all the goods then stopped the supply chain and sold them back making millions apparently could happen in SC?
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i plan on doing trade it sound like my kind of think i just worryed about players attacking me
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For me PVP is what this game is all about. I'm looking forward to forming alliances with other players, trading, and possibly pirating! Though I'm still not sure how all the PVP will work? It would be awesome if you could form a pirate faction and work to hunt down other players haha
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I have a Star Citizen Organization any one is free to join http://goo.gl/UE3Gj9
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Heh. Sounds like mob tactics... Extortion, deliberately manipulating the economy by violent means... etc.
I'm reminded of X3 though. Which is single-player, but has a semi-dynamic economy with ai freighters that do deliver cargo back and forth... It's not truly a complete economy though, since while the player can build new factories, the ai does not. Ship production is completely removed from the economy altogether, and weapons are produced dynamically, but the ship equipment yards buy and sell at a completely fixed price that messes up weapon prices.
Other than that, the price of goods in any given part of the universe is directly influenced by the ai traders, factory locations, and player behaviour, but also ai pirates, invasions by hostile forces, and so on...
If it can at least come close to that, the economy in star citizen should work reasonably well... -
Heh. Sounds like mob tactics... Extortion, deliberately manipulating the economy by violent means... etc.
I'm reminded of X3 though. Which is single-player, but has a semi-dynamic economy with ai freighters that do deliver cargo back and forth... It's not truly a complete economy though, since while the player can build new factories, the ai does not. Ship production is completely removed from the economy altogether, and weapons are produced dynamically, but the ship equipment yards buy and sell at a completely fixed price that messes up weapon prices.
Other than that, the price of goods in any given part of the universe is directly influenced by the ai traders, factory locations, and player behaviour, but also ai pirates, invasions by hostile forces, and so on...
If it can at least come close to that, the economy in star citizen should work reasonably well...
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