neon-sprawl/docs/game-design/economy.md

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Economy (currency, trade, sinks)

Vision for how value is created, destroyed, and exchanged: faucets, sinks, prices and fees, player trade, and live balance—without re-specifying item shapes or recipe execution (those stay in items.md and crafting.md).

Policy & KPIs: E3.M5 — EconomyBalancePolicy encodes EconomyPolicy, PriceBandRule, FaucetSinkRatio thresholds; ties to E3.M4 — SinkAndDurabilityLifecycle and alerts via E9.M2 — KpiDashboardsAndAlerting; later E9.M3 — LiveBalanceControlPlane.

Trade & settlement: E8.M3 — PlayerTradeAndMarketplace (MarketListing, TradeOffer, SettlementEvent)—supports crafting economy per Epic 8 — Social / trade.

Reward paths: E7.M2 — RewardAndUnlockRouter (missions, bundles); E5.M3 — EncounterAndRewardTables (loot). Parity guard: E6.M4 — RewardParityEnforcer (PvP ↔ PvE/craft equivalents).

Production spine: gathering.mdcrafting.mditems.md. Progression payouts: progression.md (mission rewards vs combat encounter pipes). Epic 3 loop: Epic 3Slice 4 (sinks + policy) for pre-production economy tuning.

Gig vs skill (economic identity)

  • Wealth and supply mainly flow through skills (gather, process, make), items, trade, and missions—not through gig level. Gigs gate combat use of much gear, not the right to craft or sell (Seams, items.md).
  • Combat encountersgig XP by default; they are not the primary faucet for skill economy unless we explicitly add loot or currency on the encounter table (progression.md).
  • Mission / contract rewards may inject credits, items, or skill XP as scripted payouts—separate from “the fight trained my fab skill” (progression.md, skills.md).

Faucets (value entering circulation)

Design lenses (exact tables data-driven):

Source Role
Gather nodes Raw materials into the loop (gathering.md)
Loot / salvage Drops and world pulls (items.md Acquisition)
Craft outputs New usable goods from benches (crafting.md)—creates items, not necessarily net currency
Mission / vendor payouts Injected currency or items for story and progression
Trade Redistributes existing stock; may pair with currency changing hands via fees or prices

Sinks (value leaving or being taxed)

Sink Role
Consumables Ongoing churn (stims, ammo-adjacent, etc.)
Durability, repair, destruction E3.M4; death stakes: death-loss-recovery.md; items.md open questions
Fees Listing, transfer, clinic / service fictionopen rates; PriceBandRule in E3.M5
Currency dumps Fast travel, licenses, rep gates, optional sinks for inflation—open catalog

Direction: prototype should prove at least one meaningful durable sink before leaning on auction-house scaling (Epic 3 — Slice 4 intent).

Currency and wealth readability

  • One primary player currency vs multiple (regional, corp scrip, crypto fiction)—open; UX must stay readable (items.md tooltips discipline).
  • Wealth fantasy includes stockpiles, loadout value, workspace access, and social flex—not only raw balance.
  • Binding, insurance, theft, and security tiers change effective supply—see items.md Open questions, death-loss-recovery.md, risk-security-bands.md.

Trade and prices

  • Craft-for-others and face-to-face trade are valid; buyers need not equip what they buy (items.md Trade, Seams).
  • Market vs direct tradeopen product split; E8.M3 owns settlement contracts.
  • Craft vs drops vs PvP rewards should stay comparable where E6.M4 applies—parity is a gate, not the full fun story.

Module map (economy-focused)

Module Role Ties to this doc
E3.M5 Policy, ratios, price bands Tuning hub
E3.M4 Durability, repair, item sinks Demand for mats / craft
E8.M3 Listings, settlement Exchange
E3.M3 Items in motion All trades
E7.M2 Quest/mission rewards Faucets
E5.M3 Encounter loot Faucets
E6.M4 Cross-path parity Fairness
E9.M2 KPIs, breaches Ops visibility
E9.M3 Live knobs Later balance

Decisions log

Topic Direction Status
Crafting as primary lane Player-made output stays relevant; not “drops only endgame” Agreed (Epic 3, items.md)
Trade without gig Buy/sell craft products without matching combat gig Agreed (items.md, Seams)
Mission vs encounter payouts Skill/item/currency from missions is explicit reward design—not default combat skill XP Agreed (progression.md)

Open questions

  • Starter wealth and new player cadence vs inflation in mature shards.
  • Regional or instance markets vs global listings—latency and exploit surface.
  • Tax, laundering, corruption fiction vs systems cost.
  • RMT / TOS stance—product and legal, not covered here beyond “server-authoritative economy.”
Topic Document / module
Item buckets, rarity, trade seam items.md
Gather / craft production gathering.md, crafting.md
Hybrid XP / reward pipes progression.md, skills.md
Epic 3 slices (incl. sinks/policy) Epic 3
Social / corp context for trade Epic 8
Death, durability, PvP loss death-loss-recovery.md
Security tiers, PvP eligibility risk-security-bands.md
Zone identity (trade hubs, black markets) zones.md