Let's imagine there is a way to create a system that puts up a persistent Orbiter online session, where all the problems with time acceleration and other multi-user interactions are solved. How this could be done is not the topic.
Let's also imagine that this system supports resource "trading" and consumption in a similar way to Eliteangerous. I.e. you have credits and cargo holds and markets and commodities.
What type of commodities/resources would you want in such a system? In what way would you want them see consumed? What kind of prices and economy models would you expect?
Some examples:
EDIT:
Ideas so far:
Let's also imagine that this system supports resource "trading" and consumption in a similar way to Eliteangerous. I.e. you have credits and cargo holds and markets and commodities.
What type of commodities/resources would you want in such a system? In what way would you want them see consumed? What kind of prices and economy models would you expect?
Some examples:
- The resource "water" is cheap at Earth, but expensive on outposts, especially space stations. Unit is m³, Earth price is around 10CR per unit, station price starts at 1MCR. It is consumed by objects based on the resource "population" they hold. I.e. if a station has population of 100, 2 units water are used per day (that's 20l per person per day). Similar perhaps with "food".
- "Zero-G-Metal" (whatever magical material that may be) is cheap on outposts, but expensive on planets. Unit is kg, prices around 10kCR on Earth, but just 1kCR on stations. It is consumed by objects based on the resource "vessel" they hold. I.e. if a factory-type station has some 0gMetal, it consumes them for 1 unit of vessel.
- "Moon rock" very cheap on moon bases, expensive everywhere else. Unit kg, consumed by university type base if resource "population" is high.
EDIT:
Ideas so far:
- "Luxury food" - Bananas, for example.
- "Soil"
- "Oxygen", "Nitrogen", "Hydrogen"
- "Helium-3"
- "3D printers" - if stations can print everything with it, they would need some to get started first.
- "Crew" - somewhat similar to "population" above, but with a producing aspect to it as well AKA work-force.
- "MacGuffinite" - the high-value stuff you have to get by means of getting there yourself instead of sending robots.
- "Artwork"
- "Propellant" - perhaps in different variants for different systems (RCS, SCRAM, etc.)
- "Liquid hydrocarbons" - for the old world or systems that need it as propellant
- "Phosphorus"
- "Transuranic elements" - some example for MacGuffinite
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