You're quite right. Major changes would be needed to enable a 24/7 persistent economy. (Incidentally I don't pretend there aren't enormous technical difficulties, and I would welcome input from anybody who has real, relevant experience - which I certainly don't have!)The_T wrote:ignoring ALL the technical issues, there would still be problems. The economy doesn't work as is...
To some extent the multiplayer aspect would improve things: with that many people fighting it out there will be a constant demand for new ships and weapons!
A nice way to model the economic black hole would be to create VERY demanding planets that produce one major ware-type: Heavy Elements. I believe that the rare-earth elements and trans-uranic elements would be extremely difficult to find in bulk in space, but geological processes sometimes concentrate these elements on planets making them much easier to find and exploit. Effectively planets would end up using these processed ores as cash to buy off-world food and micro-g fabricated technology - i.e. quantum tubes. If these heavy elements were added as a necessary resource for every technology fab, then that would help balance things.
Another element missing from the current economy is The Wages Bill. In Real Life factories frequently cost their owners far more to run than it does to buy materials for them. Even an automobile assembly plant which takes in highly finished components and assembles them using largely automated systems spends a very high proportion of its income on wages. Put this into the X economy and all of a sudden growth will be much less certain. In the VERY long term a dedicated mogul will be able to maintain a growth that will approach exponential, just so long as he keeps all his fabs operating at a high enough turnover and nobody takes out too many of his traders!
One other highly unrealistic element of X2 is the bottomless ore/silicon mine. There should be no such thing! I would suggest that mines should be reimplemented to have limited lifespans. Possibly LONG lives, but nevertheless limited. Then at the end of their life the mine gets decommissioned. Meanwhile new asteroids can be spawned randomly (at a very low rate) throughout the universe. Spawned asteroids could be set to be moving through the sector they appear in, so as to avoid a steady accumulation of space junk. If a lucky player finds an asteroid with a high yield and lifespan and manages to place a mine on it before it moves out of range then it gets frozen in place until worked out.
Alternatively, scrap the idea of mines and require that all mining should be mobile mining. More for players to do!
Short-life mines/mobile mining would help to reduce station clutter. Another limit would be the number of steroids - stations depend on asteroids. Sectors with few asteroids or low-yield asteroids generally have very few stations built in them in any case. If the software limits the number of asteroids that are spawned then this will put an automatic limit on the density of any one sector. A more powerful sector server could be set to produce more asteroids.