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I am interested in the crafting/resource (and the defense of said resource collection). Does anyone know of any information specifically on that I have watched a bunch of videos and read a bit of material however I haven't seen really any specifics on it yet. I was just wondering if anyone else interested in it found anything of note.

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This might help you, although im pretty sure more information is on its way.
https://robertsspaceindustries.com/comm-link/engineering/13128-The-Star-Citizen-Economy
It´s atleast what i follow to some degree

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Thanks for that it sheds light on the plan. I am more curious if there is any more player interaction (I am sure there will be) with controlling production/creating things under their full control so professions more so than on the macro side. I know it will be mostly waiting for specifics. 

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Thanks for that it sheds light on the plan. I am more curious if there is any more player interaction (I am sure there will be) with controlling production/creating things under their full control so professions more so than on the macro side. I know it will be mostly waiting for specifics. 

ah in that case here is a quote from Chris Roberts himself from one of there Live Streams.

"Owning a factory is the equivalent of crafting." Factory owners can hire players or NPCs to fill any role, i.e. hauling or security. When hiring employees, you can either provide ships for each purpose or hire employees with their own ships. NPC employee wages are based on their quality level. Player employee quality is rated by the employer, and the employer is rated by the employee. Ships are also manufactured at production nodes, which are player-ownable, with the probable exception of Capital ships. We will not be able to 'invent' new items, but we will be able to upgrade factory equipment to create items with different levels"Owning a factory is the equivalent of crafting." Factory owners can hire players or NPCs to fill any role, i.e. hauling or security. When hiring employees, you can either provide ships for each purpose or hire employees with their own ships. NPC employee wages are based on their quality level. Player employee quality is rated by the employer, and the employer is rated by the employee. Ships are also manufactured at production nodes, which are player-ownable, with the probable exception of Capital ships. We will not be able to 'invent' new items, but we will be able to upgrade factory equipment to create items with different levels of quality. Mining will be skill-based; if you don't do it the right way (example: targeting an ore vein with a laser), there is a chance the asteroid will be destroyed along with any ore.

Hope you´ll find it helpfull in some way.

But do expect more to come during the DFM tests and after it!

You can always send a mail to Chris roberts or try and have "wingman" answer it during his weekly shows.

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That sounds really interesting. I do hope that there are a lot of "mom and pop" shops. You know a factory that is not overly expensive to buy and can focus in on one product and do it very well. I guess another term would be boutique shop.

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cool indeed

>> www.artofinca.com << Star Citizen fan art post https://forums.robertsspaceindustries.com/discussion/116794/star-citizen-fan-art-by-artofinca

pilot: Inca Talmir  ships: Freelancer MIS, M50, ???  play-style: Team-play  groups: Military, Exploration, Special ops, Support, Bears.

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So if you can hire players or NPC as security does that imply that these factories can be attacked/ raided?  If so i would bet that it would be a very lucrative business to raid small factories, or demand payment from owner for not destroying their factory.  Also would be very cool to get the org. together and do a large blockade against enemy orgs. and have a large "invasion" where we attempt to take control of all the factories on a planet.

:ph34r:  :ph34r:  :ph34r:  :ph34r: They're more like guide lines than actual rules. :ph34r:  :ph34r:  :ph34r:  :ph34r:

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So far the only confirmed way of halting production is a blockade; however, I don't see why there wouldn't be a fps way to invade a factory if there is a physical factory to attack and not just a point on a planet as a depot. But I fully agree its going to be a major strategy to blockade systems before an attack/to halt production on the org side of things.   

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Cuz that sounds like allot of fun.  I am not sure i have interest running my own factory but i would be interested in running blockades and raids on other peoples factories.  Maybe in exchange for a cut/part ownership in the factory.

:ph34r:  :ph34r:  :ph34r:  :ph34r: They're more like guide lines than actual rules. :ph34r:  :ph34r:  :ph34r:  :ph34r:

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