News 28.11.2016 Economic system of the Babylon 6 project
The economy of the Babylon 6 project works like the economy of any other organization, as well as every single player. The difference is only four.
With these simple changes, the project generates a much higher profit than a player outside the Babylon 6 project crew, as long as the economy in Star Citizen generally works at all.
This is the assertion that we make here and the best is, we can also justify the whole. Already today, months, if not years before release, regardless of how the economic system of the game itself will look.
For none of these points requires from the side of the game a technical possibility that goes beyond the action between two characters.
Instance 1)
Players want to earn as much as possible in the shortest possible time, whether they are casual or hardcore. Accordingly, many players will decide to choose the reward class with the highest profit.
Instance 2)
When viewed this from the perspective of a company or a company, the system appears though to work just the opposite way.
However, even a player who earns 100% respectively 75% receives more than a player who use a classic system.
Instance 3)
The following example is about a trade mission carried out by a Merchantman and two Vanguard hunters. Partially with NPCs and partly with players. If we assume that each tour takes 2 hours, the graphic would represent one day. Once on the classic method and once on the Babylon 6 method.
Classic / Normal Version:

Babylon 6 Project Version:

As you can see, the costs in the version of the Babylon 6 project are significantly higher, since all the equipment is supported by the organization. Nevertheless, with the same profit margin as the normal system, the profit that the players would achieve would be significantly higher. So even the players who choose the fastest reward (a reward after each tour) get almost 4 Credits more in the B6P system than the average in the normal system.
It remains open whether the organization can bear the costs with 4,200 credits. Since, however, in the normal example the players with significantly fewer credits can cover their costs, we see the situation optimistic.
Instance 4)
By gradually taking over individual components of the economic system in Star Citizen with a permanent crew, we will bypass the intermediaries. We thus integrate the profits which would normally be withheld by intermediaries. What ultimately increases our profit.
The economy of the Babylon 6 project works like the economy of any other organization, as well as every single player. The difference is only four.
- Profits are paid to the organization and not to the team.
- Players will receive their share of the prize at the end of a period (which you determine yourself). The sooner you demand your share, however, the less it falls out.
- The equipment and everything required for the participation of a player is provided by the Babylon 6 project.
- The Babylon 6 project provides positions with the necessary equipment, and these are then filled by the players. This equipments is not the property of the players.
With these simple changes, the project generates a much higher profit than a player outside the Babylon 6 project crew, as long as the economy in Star Citizen generally works at all.
This is the assertion that we make here and the best is, we can also justify the whole. Already today, months, if not years before release, regardless of how the economic system of the game itself will look.
For none of these points requires from the side of the game a technical possibility that goes beyond the action between two characters.
Instance 1)
Players want to earn as much as possible in the shortest possible time, whether they are casual or hardcore. Accordingly, many players will decide to choose the reward class with the highest profit.
- After each layer 100% e.g. Pro invested hour 1000 credits
- The next day 105% e.g. Per hour invested 1050 credits
- After one week 110% e.g. Per hour invested 1100 credits
- After two weeks, 115% e.g. Per hour invested 1150 credits
- After three weeks 120% e.g. Pro invested hour 1200 credits
- After one month 125% e.g. Per hour invested 1250 credits
Instance 2)
When viewed this from the perspective of a company or a company, the system appears though to work just the opposite way.
- After one month 100% e.g. Per hour invested 1250 credits
- After three weeks 95% e.g. Pro invested hour 1200 credits
- After two weeks 90% e.g. Per hour invested 1150 credits
- After one week 85% e.g. Per hour invested 1100 credits
- The next day 80% e.g. Per hour invested 1050 credits
- After each layer 75% e.g. Pro invested hour 1000 credits
However, even a player who earns 100% respectively 75% receives more than a player who use a classic system.
Instance 3)
The following example is about a trade mission carried out by a Merchantman and two Vanguard hunters. Partially with NPCs and partly with players. If we assume that each tour takes 2 hours, the graphic would represent one day. Once on the classic method and once on the Babylon 6 method.
Classic / Normal Version:
Babylon 6 Project Version:
As you can see, the costs in the version of the Babylon 6 project are significantly higher, since all the equipment is supported by the organization. Nevertheless, with the same profit margin as the normal system, the profit that the players would achieve would be significantly higher. So even the players who choose the fastest reward (a reward after each tour) get almost 4 Credits more in the B6P system than the average in the normal system.
It remains open whether the organization can bear the costs with 4,200 credits. Since, however, in the normal example the players with significantly fewer credits can cover their costs, we see the situation optimistic.
Instance 4)
By gradually taking over individual components of the economic system in Star Citizen with a permanent crew, we will bypass the intermediaries. We thus integrate the profits which would normally be withheld by intermediaries. What ultimately increases our profit.