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I am not in a corp but as Meat already mentioned will be one of the best things to get help to stabilize your business.
Then, when you do have a base, every output that you do order will be more profitable than the input. So FILL a ship with some material, drag it to the regional market, and then buy resources for your workers to make more of that material. It is a slow process to create enough goods to fill a ship - it will take many days, but this game is intended to be played very, very slowly. It wants to you carefully plan your moves and wonder about the nature of market forces.
There are so many ways to make profit on the most basic items that pioneers produce. Just look at the materials that your buildings produce, examine the regional market prices, and figure out which ones will bring you a good profit without a lot of competition. The veteran players will overlook smaller profitable materials, because they focus their attention on more complex goods with higher profits.
It makes me sick to see players dog-pile into the same material markets, complain that they cannot compete against players with better efficiencies, all while basic resources and two-step materials go completely ignored. And there are so, so many material markets that have two, one, or even zero players selling into them. I am on a low-pressure planet that requires "sealant" for constructing buildings, and there is none on the market. None. Even though it can be made in a Basic Materials Plant using the Pioneer (first tier) worker.
My opinion might be worthless since I'm just finding this for the first time, but I suspect you'd need some mechanics that change the state of the world over time and break or modify the parameters of strategies that the advanced players have been using so that they're forced to try to adapt.
This kind of thing happens in real life all the time and sometimes helps smaller competitors compete with larger ones: new technology comes out making your product obsolete, popular trends or lifestyle patterns change, natural resources are discovered or dry up, a war cuts off your access to a market or causes drastic market changes, an environmental or humanitarian disaster poses a new problem that needs to be solved. If things are too static I suspect they'll have a problem with "first-movers" out competing everyone else.
Interesting concept, I guess kinda like Eve without so much conflict and ships flying around.
There's also been a decent spike in Carbon prices for various reasons related to both that update and the timing of "steam wave".
So far as paying, just play a week, maybe less. You might not really need or miss subscription for much longer than that, but local market sure is handy from day 1.
It's $8/month pretty much. $2 a week. A little over a quarter per day. I blame Jobs/Apple for ruining and robbing the world via iStore iExpectations iHave iCome to iHate.
Haha, yeah we can blame Steve for a number of things I think. The cost isn't a big issue for me and I DEFINITELY prefer a flat monthly subscription to a pay-to-win "spend $10 more for an instant bonus" or microtransaction stuff. I guess my point was just that if that's going to be relied on for new players to have a chance, that might not be optimal.
They're the difference in needing at least an hour+ to transport something to/from a market along with the fuel costs of doing that.
But you can totally do stuff without subscribing and otherwise wouldn't hit a *hard* wall for something like six months of play. Even then, there are already people who just paid for one month, jumped the hurdle, and just did it again later when they needed to.
Mainly that is because your HQ will cap out and can't be upgraded further without PRO.
Once you're that big though, I'd guess the ship limits and lack of local market access to fill logistics/shipping gaps would really start to hurt.
Unlike the regional market (the CX), players can post contracts to the Local Markets or directly to players with user-defined details, such as length of repayment or time for deliveries.
Once you get to know people in the game, especially by dependably completing their contracts, you can ask them for a lengthy re-payment window.
Just like real-life, you can build your business on loans. When I got up and running, I had many successful transactions with a fellow on my planet, and I asked to buy building prefabrications with a contact that gave me 20-days for payment. The buildings were able to pay for themselves in half the time, so I kept asking people for these 20-day repayment. I built two bases in that way, and in a couple more weeks I was out of debt, with more production than I can handle.