Missions can be tied to lvl 1 items. Hauling missions, mining missions, combat missions.
starting with ammo. The efficiency of the Terminal can be associated with the faction. Green would make missiles with less materials then a blue island. Players could recycle loot for the mission ores, or commodities. They could mine the ores, commodities. Or buy from another island that the ores/commodities are cheaper, then the island he is currently on.
Making a light or assault could be tied to missions also..a bonus in ore/commodities for packing sand from point x to point z. This way the rookie would have a hand in the production of items he,,or his friends would want.
Rumors has it that tired items will not be in the recipe for future builds. This will enable the market items to stick on the market floor without producers scarfing them up to make T4 gear.
With the number of items needed a time buffer will be available before saturation of the market with gear from missions. We want the rookies to do the missions to get that gun, or armor, or bot. How to make it so the market is not sitting on 100k of small auto cannons, from a wash and rinse mission cycle? One way is to have a cargo mission to haul x amount of small auto cannons to y terminal, for salvage, which puts the commodities in the hauler's pocket, with the wastage in the efficiency ratios. If haulers deplete a market of a item, that is not bad, because a mission will be available for any player that wants that item. It is not profitable to haul one or two items, small amounts will stick on a floor, but a hauler might take 100 of 100 items if they are available...which would put a bonus on the first mission generated for that item.
The desire for the player base to address the needs of new players is cool. I see way more T1 items on the market then before, so some peeps are trying to help. We can help by not exploiting this generosity by taking 12 of 12 chem armors to make T2 chem armors. Its not easy but needed for the benefit of the game...
Community, Player generated missions, could be formed from the demand part of the market. A rookie puts guns, armor, ammo, he wants in the demand market. No missions are generated for anything past T2. The market generates a mission for either the item, that is available somewhere else. Or the player is pointed to the missions that will generate the items he wants, along with the same mission available to multiple terminals. I want a gun, the gun is three islands away, a mission is generated from all the alpha terminals for the same gun. If i am at the terminal that the gun is sitting, my mission pays, x amount. If i am a island away, it pays, y amount, if two islands away, it pays z amount.
If my mission standing is good with a alpha island, a speed bonus might be available, or tp cooldown is shortened, or cheers when i dock..lol. I remember fondly a sexy girls voice, saying through my console. "There is a foreign object attached to your hull" when another peep had attached a magnetic bomb to my tank...and a 20 second timer started that ended with a boom.
Cheers..