A quick note on the economics of the game.
Credits are fauceted into the game through agent missions and the selling of items picked up as loot. (New accounts start with 1,000 credits as well but that time is coming to an end.)
Currently as I play i make more credits then i spend in repairs. Which is a good state of balance. I then spent all my money on blue prints and seeded the market with those ships.
Repairs and blueprint purchases are the only credit sinks so far in the game.
More sinks will likely be needed. Probably in the form of a fee to produce a ship and a market tax.
Currently it feels pretty good. It takes quite a while for me to get enough resources to build a frigate even running the mining hulk. Which means, ships are hard to build, and fairly easy to die in.
Hopefully stockpiles don’t accrue too much and that there is always a balance between supply and demand.
I will make more tools to monitor the economy and i will try to post about it once a quarter.