Reform the Economy into player driven, POB centric, convert most of the existing NPC stations to POB's (most invulnerable).
Completely change mining so they are reduced from roughly 800 csu's hauled over 6-8 systems to about 600 csu's hauled over 3-5 systems. (thereby also giving relevance again to regular commodities.
Create quasi-lawful atmo points on capital world to serve as smuggling dens for high risk, high reward profits and news hubs.
Reduce who gets bonuses to just mining factions (with some exceptions, i.e. junkers -> scrap, construction companies -> milsal/scrap, alg ->toxic waste, Cryer -> alien orgs etc), but also reduce mining factions transports to 3500-4k ish
Add Ore Refineries to Mining POB's to convert the ores into "refined" commodities (i.e. gold ore >> gold) at a 5-4 rate and give them profitable routes.
Develop specific modules for all specialty factions to line up with their lore/ingame niche, i.e. convert gate construction sites into POB's (with same model) that need various commodities including white boxes, executive inspectors and other unique commodities to reach "completion" at which point they could spawn a gate themselves.
Integrate a plugin that would pull taxes off gate and lane usage to go towards combination of Houses, Ageira/EFL, and financial institutes (IC).
Add rotating "Trade Missions" (for shipping focused factions) that are leaked to the community through the rumours system that give bonuses lining up with current Story arc/faction RP
Develop a custom docking module for the Barge to allow it to be used as a mobile mining platform and trade hub, players able to dock on it, buy/sell etc.
Develop many new types of modules for POB's like armaments factories, smelteries, shipyards, research labs, all semi relying on other player factions to produce goods and services that add to a greater, dynamic Economy instead of silently taking x to y and not encouraged to interact.
Add more risk to fielding capital ships to make it more inline with realism/immersion.
#JusticeForBurgundy
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