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How do you intend to make and balance mining to be a lucrative profession that drives the economy, between ships, escorts, modules, consumables, timers, etc., when it seems to be an expensive and dangerous endeavor at the moment?

TL;DRMining's economic balance isn't up to this team, but they dislike one resource being the only profitable one and expect values to shift with crafting, demand and rarity over time.

Thorsten LeimannSenior Systems Designer, EU PU Gameplay Feature Team

Yeah, that's definitely not on us to decide. It's on the economy side, but yeah, I fully agree. So I'm not a huge fan of Quantanium being the only profitable resource. I have the feeling that it is something that will change once we have crafting there and player demands and maybe even AI demands there so that the values of each item shift. But this is not on us to decide.

JarekGameplay Programmer

I'm thinking in general with those systemic things, it's almost automatically going to grow with time. And I feel like those values will change naturally over the development. So I can see it only getting better, basically. But again, not up to us.

Jacob TaylorGameplay Programmer

I think the takeaway is that from a design perspective, correct me if I'm wrong on this, Torsten, we don't want there to be just the one thing that's valuable to mine. We want it to be valuable for you to mine different things at different times in different places based on market conditions, nearby shops, etc.

Thorsten LeimannSenior Systems Designer, EU PU Gameplay Feature Team

And rarity. So if a material is more rare than another, it should also be worth more.

Star Citizen Live›EU PU Gameplay Feature Team·
Published on this date.25 Mar 2022
EpisodeMiningEconomy