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(75 replies, posted in General discussion)

Why isn't it a Nic-sink ? Nova's comment makes sense to me , could you post your reasons for why something like this wouldn't work ?
Spending nic on perishable items seems to me like it would take nic out of the game but more importantly the items would be in demand and players would quickly move to fill that demand thru production or however the item is originally acquired.

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(75 replies, posted in General discussion)

This is only a question to more experienced players and in no way a suggestion to Devs. Now my question...Would a game economy based on expensive must be used parishable items work ? Such as fuel, ammo other things you'd have to use simply to move or play.
Some games have a stagnant economy because thier expensive items are treasured by players and not put into situations where the player losses them..thus there is little demand fueling the industrialists to produce, the miners to mine and the pew pewers to sell loot.
if the major expense is bots and modules..why loss one ? However if i have to spend a good portion of any activities loot just to fuel the next activity it seems I'd be creating a demand in market.