Economy Design

Locked in session 2026-04-14.

The economy is the backbone of everything. If credits come too easily, gear is meaningless. If materials are too scarce, crafting dies. Every number in this document is a calibration target - the actual DB values will be tuned from these baselines.


Philosophy

The player should always feel like they're building toward something.

  • Every session should produce measurable progress toward the next gear tier
  • No session should allow a player to skip a tier
  • Playing smarter (missions + trade + crafting) should be visibly more efficient than brainless grinding

Credits are not the only currency. Time is.

  • A new gear tier should cost 10–20 hours of active play at the appropriate OL range
  • That's 1–2 weeks of casual play (1–2 hrs/day) per tier - enough to feel like a milestone, short enough to not feel like a wall

Interdependence is the economy.

  • Combat players generate materials
  • Crafters convert materials into gear
  • Traders move goods and earn route bonuses
  • All three tracks matter; a solo player can do all three, but a group doing all three is faster than any single player

Mobs do not drop credits. Credits come from missions, trade routes, and selling materials/items. This prevents pure kill-for-gold grinding loops and forces players into the activity systems.


The Credit Scale

Target Income by OL Tier (active play, 1 hour)

OL Range Activities Target Income/hr
OL 1–20 Missions + material sales 800–2,000 cr
OL 21–40 Missions + trade contracts + crafting 3,000–8,000 cr
OL 41–60 Missions + trade routes + rare materials 10,000–25,000 cr
OL 61–75 Endgame missions + trade chains + elite drops 30,000–65,000 cr
OL 76–90 Endgame content + Tier 5 trade + boss loot 60,000–150,000 cr

These ranges reflect smart play - someone engaging missions AND trade AND selling materials. Combat-only or trade-only play should earn roughly 60–70% of this. The hybrid player earns more.

Target Cost of a New Gear Tier

Tier OL Range Crafted Cost Boss Drop Value Hours to Afford
Tier I 1–20 3,000–8,000 cr 15,000–30,000 cr 3–6 hrs
Tier II 21–40 20,000–50,000 cr 80,000–150,000 cr 8–14 hrs
Tier III 41–60 100,000–250,000 cr 400,000–700,000 cr 12–20 hrs
Tier IV 61–75 400,000–900,000 cr 1,500,000–3,000,000 cr 15–22 hrs
Tier V 76–90 1,500,000–4,000,000 cr 6,000,000–12,000,000 cr 25–45 hrs

Crafted items are the realistic endgame for most players. Boss drops are aspirational - meaningfully better, not gamebreaking. The gap: roughly 3–4× the credit value, or ~15–20% stat advantage.


Credit Sources (Faucets)

1. Missions (Primary Source)

Missions are the main credit faucet. They're designed to be repeatable but not brainless - each mission requires actively going somewhere and doing something.

Tier OL Range Avg Time Credit Reward XP Reward
1 1–20 10–15 min 400–1,200 cr 200–600 xp
2 21–40 15–20 min 1,500–4,000 cr 800–2,000 xp
3 41–60 20–25 min 6,000–15,000 cr 2,500–6,000 xp
4 61–75 25–30 min 20,000–50,000 cr 7,000–15,000 xp
5 76–90 30–40 min 60,000–140,000 cr 20,000–45,000 xp

Difficulty multipliers (applied to base payout):

  • Easy: 1.0×
  • Medium: 1.8×
  • Hard: 3.5×

Hard missions don't take proportionally longer - they're just riskier. A hard Tier 3 mission should pay 21,000–52,500 cr in ~30 minutes. Worth the risk.

Group bonus: Each additional group member adds 20% to the reward (capped at 4 players = 1.6× base). This makes grouping feel economically meaningful.

2. Trade Routes (Reliable, Skill-Based)

Trade routes are the most reliable credit source - you know what you're going to earn before you start. The risk is cargo loss from interdiction, not random drops.

Tier Time Investment Payout Range Risk
1 20–30 min 800–2,500 cr Minimal
2 25–40 min 3,000–8,000 cr Light (Tier 2–3 sectors)
3 35–50 min 12,000–30,000 cr Moderate (interdiction possible)
4 45–70 min 45,000–110,000 cr Significant (warp interdiction zones)
5 60–90 min 130,000–350,000 cr High (endgame sectors, Vrael events)

Early bonus: Completing with >50% time remaining = +10% payout. Players who know fast nav routes earn more.

Late penalty: Completed after deadline = −10% payout. Not a failure, just less rewarding.

Broker class bonus: +20% on all trade route payouts. This is the class's economic identity.

3. Material Sales

Players who mine or kill elites generate materials. Selling materials is a secondary income stream, not a primary one. It should supplement mission income, not replace it.

Material Tier Sources Vendor Price Market Price (approx)
Common All mobs, basic mining 40–80 cr each 60–150 cr
Standard Elite mobs, mid-tier mining 150–350 cr each 250–600 cr
Rare Boss mobs, elite mining zones, event rewards 800–2,000 cr each 1,500–4,000 cr
Exotic Endgame boss mobs, Vrael event rewards, Ancient sites 6,000–15,000 cr each 12,000–35,000 cr

"Vendor price" = what a station NPC will pay. "Market price" = what other players will pay. Crafters will almost always outbid the vendor - which is why selling to the market is better, and why the market stays healthy.

Mining yield per node (5–8 min of mining):

Mining Zone OL Range Materials per Node Material Tier
Basic field (safe zone) 1–20 4–7 common Common
Contested field 21–45 6–10 standard, 0–1 rare Standard
Hazard zone mining 41–65 5–9 standard, 1–3 rare Rare
Elite zone (boss/event area) 61–90 4–8 rare, 0–2 exotic Rare/Exotic

Mining a full node cycle (10 nodes in a session) at Tier III contested field: ~70–90 standard materials = ~17,000–54,000 cr at market price. That's solid secondary income alongside missions.

4. Crafted Item Sales

Crafters who invest in Crafting Level can produce items and sell them. The profit margin is the incentive.

Tier Material Cost Credit Fee Total Cost to Craft Market Sale Price Profit Margin
I 5–8 common (~500 cr) 200 cr ~700 cr 3,000–6,000 cr ~4×
II 8–12 standard (~3,500 cr) 800 cr ~4,300 cr 18,000–35,000 cr ~5×
III 10–15 rare (~18,000 cr) 3,000 cr ~21,000 cr 90,000–180,000 cr ~5–6×
IV 12–18 rare/exotic (~80,000 cr) 12,000 cr ~92,000 cr 350,000–700,000 cr ~5×
V 15–25 exotic (~250,000 cr) 50,000 cr ~300,000 cr 1,200,000–2,500,000 cr ~5–6×

Roughly 5× return on a crafted item. This is the Crafter's premium - they take the risk of materials not selling, they invest Crafting Level, and they earn the markup.

Broker class bonus: Crafted items sell for 15% more. Their crafted Tier III item market price: ~103,000–207,000 cr. That's real money.


Credit Sinks (Drains)

The economy only works if credits have somewhere to go. Every sink should feel like a choice, not a punishment.

1. Repair (Passive Tax)

Repair should cost roughly 8–12% of a session's income. Noticeable but not painful.

OL Range Repair Cost (full hull) % of 2-hr Session Income
1–20 150–400 cr ~10%
21–40 800–2,000 cr ~8%
41–60 3,000–7,000 cr ~9%
61–75 10,000–22,000 cr ~10%
76–90 25,000–55,000 cr ~10%

Already implemented and scales with OL + hull tier. These numbers should map to the existing scaling curve.

2. Crafting Fees (Meaningful Investment)

The credit fee per craft (table above) goes directly to the economy sink. This is the "factory cost" - the material cost goes to other players (materials were bought/traded), the fee goes nowhere. This prevents infinite crafting profit.

3. Respec (Deliberate Choice)

Skill respec should cost enough to be a real decision, not so much it feels punishing.

Respec Type Cost Cooldown
Single skill reset 2,000 cr × OL 24 hr
Full tree reset 8,000 cr × OL 7 days

At OL 50: single skill = 100,000 cr. Full reset = 400,000 cr. That's serious money - 4–10 hours of income - but not so much that it prevents experimentation. At OL 10: 20,000 cr / 80,000 cr - affordable, still meaningful.

4. Consumables (Tactical Spend)

One-time use items bought from vendors. Should feel like an upgrade for hard content, not required for normal play.

Consumable Effect Cost
Shield Charge (T1–T3) Instant shield restore 200 / 800 / 2,500 cr
Speed Stim (T1–T3) Speed boost 150 / 600 / 2,000 cr
Mining Booster +50% yield for 10 min 300 / 1,200 / 4,000 cr
Repair Patch (T1–T3) Instant hull repair 250 / 1,000 / 3,000 cr
Energy Cell (T1–T3) Energy restore 100 / 400 / 1,500 cr

Stack cost: running consumables on a hard boss attempt at OL 60: maybe 5,000–12,000 cr. Worth it. Not required for survival.

5. Guild Amenities (Long-Term Investment)

Guild amenities consume credits via the amenity point system (funded by guild level → amenity points). The underlying cost is the guild leader's investment of guild credits (donation system, TBD).

Large but distributed across a guild - not a single-player sink. Adds up to millions of credits over a guild's lifetime.

6. Ship Upgrades (Milestone Purchases)

Hull tier upgrades are auto-granted at OL milestones (currently implemented). Future: cosmetic ship variants from vendors - significant credit sinks for appearance customization. Not yet designed.


Material System

The Five Material Tiers

Tier Name Sources Used For Approx Credit Value
1 Common Standard mobs, basic mining, salvage crates Tier I crafting, vendor sale 40–150 cr
2 Standard Elite mobs, mid-zone mining, mission rewards Tier II–III crafting 150–600 cr
3 Rare Boss mobs, elite zones, deep mining, events Tier III–IV crafting 800–4,000 cr
4 Exotic Endgame bosses, Vrael events, Ancient sites Tier IV–V crafting 6,000–35,000 cr
5 Legendary Conflict Zone, endgame world events, rare boss Tier V quality crafting 50,000–200,000 cr

Legendary materials are rare enough that finding one is an event. A single Legendary material should be worth a few hours of income. They're not farmed - they're found.

Material Drop Rates by Mob Type

Mob Type OL Range Drop Rate Quantity Material Tier
Common mob 1–30 65% 1–3 Common
Common mob 31–60 65% 1–3 Standard
Common mob 61–90 65% 1–3 Rare
Elite mob Any 90% 2–5 One tier above common for that OL
Boss mob Any 100% 3–7 Two tiers above common for that OL
Raid boss / world boss Any 100% 5–10 Rare/Exotic mix + 1 guaranteed Legendary

Rule: Material tier tracks OL tier, not mob tier. An Elite mob in OL 10–20 content drops Common materials at better rates. An Elite mob in OL 60–75 drops Rare materials. The mob tier (elite/boss) determines how many and how reliably, not what tier.

What Drops Complete Items

Source Chance Item Quality
Common mob Never -
Elite mob (matching OL range) 5–8% Mid-tier complete item (current tier)
Boss mob 100% Tier-appropriate item, slightly above best craftable
World boss (event) 100% 2–3 items, guaranteed above craftable ceiling
Conflict Zone chest 15–25% Tier-appropriate or above, depending on zone depth

Drops are personal loot - each player who participated in a kill has their own roll. No loot competition in open world (PvE), unless you're in Conflict Zone (player-competitive).


Crafting Material Requirements by Tier

Tier I Items (OL 1–20)

Crafting Level required: 1–3

Quality Common Materials Credit Fee Total Cost
Standard 5–6 150 cr ~600–850 cr
Quality 2 8–10 300 cr ~1,000–1,300 cr
Quality 3 12–15 600 cr ~1,500–2,100 cr

Tier II Items (OL 21–40)

Crafting Level required: 5–8

Quality Standard Materials Common Materials Credit Fee Total Cost
Standard 6–8 4–5 600 cr ~3,500–5,700 cr
Quality 2 9–12 6–8 1,200 cr ~5,400–9,600 cr
Quality 3 13–17 8–10 2,500 cr ~8,000–14,000 cr

Tier III Items (OL 41–60)

Crafting Level required: 12–16

Quality Rare Materials Standard Materials Credit Fee Total Cost
Standard 4–6 8–12 2,000 cr ~8,000–17,000 cr
Quality 2 6–9 10–15 5,000 cr ~14,000–27,000 cr
Quality 3 9–13 14–20 10,000 cr ~22,000–42,000 cr

Tier IV Items (OL 61–75)

Crafting Level required: 20–25

Quality Exotic Materials Rare Materials Credit Fee Total Cost
Standard 3–5 10–14 10,000 cr ~50,000–80,000 cr
Quality 2 5–7 14–18 20,000 cr ~80,000–130,000 cr
Quality 3 7–10 18–24 40,000 cr ~130,000–210,000 cr

Tier V Items (OL 76–90)

Crafting Level required: 26–30

Quality Exotic Materials Exotic Materials (alt) Credit Fee Total Cost
Standard 8–12 5–8 rare 40,000 cr ~180,000–280,000 cr
Quality 2 12–17 8–12 rare 80,000 cr ~280,000–450,000 cr
Quality 3 17–25 12–18 rare 150,000 cr ~450,000–750,000 cr

Tier V Legendary Quality (the ceiling - requires 1 Legendary material):

  • 20–28 Exotic + 1 Legendary + 200,000 cr fee = ~750,000–1,500,000 total cost
  • Best craftable item in the game. A meaningful achievement.

Tempest class bonus: −25% material cost on weapons and armor. A Tempest crafting Tier V Standard quality: saves ~50,000 cr in materials. Real money.


Event Economy (ESO/Rift Design Principles)

Philosophy

Events serve two goals:

  1. Draw players together organically - an event announces itself, players converge without coordination, everyone contributes, everyone benefits
  2. Parallel progression track - events offer rewards that missions and trade don't, keeping high-level players engaged beyond gear

Event Reward Structure

Event Marks - the event currency. Earned by participating in world events, spent at faction Event Vendors.

Event Type Marks per Completion Notes
Dynamic exploration (derelict, anomaly) 5–15 Solo, quick
Sector wave event (small) 25–50 Group, 10–20 min
Sector wave event (full) 50–100 Group, 20–40 min
World boss kill 150–300 Open world group
Conflict Zone objective 100–250 PvP/PvE mixed
Named boss (boss encounter system) 200–400 Boss events, rare spawns

Weekly cap: 2,000 Marks. Prevents grinding; incentivizes consistent play.

What Event Marks Buy

Item Cost Notes
Common material (×10) 50 Marks Catch-up mechanic for new crafters
Standard material (×5) 75 Marks
Rare material (×1) 120 Marks Not efficient vs. drops, but reliable
Exotic material (×1) 800 Marks Approximately 4 weeks of capped play - aspirational
Tier II–III gear (specific slot) 400–800 Marks Alt catch-up gear
Cosmetic ship skin 500–1,500 Marks Pure cosmetic - guilt-free spend
Special consumable (event-only) 50–200 Marks Minor buffs not available elsewhere

Event Marks cannot be traded between players. They're a personal progression track.

Event Design Principles (ESO/Rift)

Make events visible from a distance. When a wave event starts in a sector, it should be hard to miss - red warning on the map, broadcast message, visual effect in the sector. Players should feel pulled toward it.

Scale to participants. 1 player shouldn't fail an event; 20 players shouldn't trivialize it. Scale mob count and health with participant count. Reward scales too - more participants means more drops from the final chest, not fewer per person.

No coordination required to participate. Any player in the sector can contribute. Damage dealt = credit earned (participation threshold). You don't need to be in a group. You don't need to know the other players. This is the Rift/ESO magic - strangers fight together, everyone wins.

Three event tiers:

Tier Frequency Duration Requirement Reward Tier
Spark Every 20–30 min 5–10 min Solo-friendly Marks + Standard materials
Flare Every 45–90 min 15–25 min 3–6 players optimal Marks + Rare materials + chance for item
Inferno Every 3–4 hours 30–50 min 8–15 players to complete efficiently Marks + guaranteed item + Exotic material chance

"Inferno" events (the equivalent of ESO's world boss announcements) should feel like server-wide news. Everyone who can reach the sector should want to be there.

Faction event multipliers (like ESO event tickets during seasonal events):

  • When a world event is active in a faction's home sector, that faction's missions pay 1.5× credits
  • This draws players into the affected sector, creating the "everyone's converging" feeling
  • Duration: 2–4 hours per activation, ~1 per day per sector

Calibration Principles

"Is the economy healthy?" - What to Watch

  1. Time to first gear tier: Should be ~3–6 hours. If new players are getting Tier I in 30 minutes, the economy is too loose.
  2. Repair as percentage of income: Should stay 8–12%. If repair costs more than 20% of session income, players feel punished.
  3. Crafting market activity: If nobody's buying crafted items, either drops are too generous or crafted items are overpriced. The market should have regular activity at all tiers.
  4. Credit accumulation vs. goal: A player who's been playing for 2 weeks at 2 hrs/day should have a full set of appropriate-tier gear with a moderate buffer. Not sitting on millions, not perpetually broke.

When to Adjust

If players are too rich too fast:

  • Increase crafting material costs at higher tiers
  • Reduce trade route payouts at the problematic tier
  • Add a new sink (housing, ship cosmetics, more consumables)

If players feel credit-starved:

  • Check if repair costs drifted too high (happens if mob density drops and combat income falls without missions filling the gap)
  • Add a catch-up mission type with higher payouts and tighter time limits
  • Reduce material required for entry-tier crafting

If the player market is dead:

  • Usually means either drops are too generous (no need to buy) or crafting is too expensive (no profit margin)
  • The 5× craft markup should hold - if market prices are at 2×, drop rates are too high

The Healthy Inflation Spiral (It's Fine)

As the game matures, prices naturally inflate. A player who's been playing 6 months will have millions of credits. That's fine - the new player experience doesn't change because:

  • Tier I gear is priced for Tier I income
  • New players don't interact with the Tier V market
  • Each tier's economy is roughly self-contained

Only becomes a problem if veteran players can flood entry-tier markets with cheap gear, devaluing new player income. Solution (if needed later): bind-on-equip for items below a certain tier, or simply let it happen - cheap gear helps new players anyway.


Summary: Key Numbers at a Glance

OL Range Hourly Income Gear Tier Cost Repair per Session Time per Gear Tier
1–20 800–2,000 cr 3,000–8,000 cr 150–400 cr 3–6 hrs
21–40 3,000–8,000 cr 20,000–50,000 cr 800–2,000 cr 8–14 hrs
41–60 10,000–25,000 cr 100,000–250,000 cr 3,000–7,000 cr 12–20 hrs
61–75 30,000–65,000 cr 400,000–900,000 cr 10,000–22,000 cr 15–22 hrs
76–90 60,000–150,000 cr 1,500,000–4,000,000 cr 25,000–55,000 cr 25–45 hrs

Design session: 2026-04-14 These numbers are calibration targets, not final DB values. Initial implementation should use the midpoint of each range and adjust from playtesting.

Last updated 2026-04-19 21:30 · History