Got a mic ? <| sep |> While interesting , I strongly doubt this is the model for money they ' ll implement for several reasons . The big one is that it wouldn ' t work , because economics . I generally agree with you on the gist of where money comes in and out from , but you also failed to address inflation except via a manner of hardcapping the money supply . First off , think from a game design perspective first . You have to realize they ' re not going to have interest rates in the banking system just giving out money to people who already have money , it would be seen as fundamentally unfair and needlessly complex . This prevents the primary method of managing inflation . They ' ve also announced they ' re going to have real money sales of UEC which suggests away from hardcaps , though it doesn ' t preclude it . Moreover , because solar systems would be disjointed via waypoints , small hangups could cause extreme rapid fluctuations which is incredibly prone to market manipulation by players trying to game the system since it ' s not wholly player driven . Npcs could be defrauded since they can ' t anticipate future market movements nor price it accordingly , we could see a lot of microcap scamming under your proposed system . Such a system is way too exploitative to balance . Focusing on the money supply is fundamentally the wrong approach since players will continually be entering and leaving the game , money stuck in inactive accounts would basically be destroyed and removed from the active money supply . People will substitute a lack of ingame money with ingame items or contractual debt , leading to the creation subcurrencies tied directly to the first money supply . People can continually farm items and use them as substitute currencies , we see this in older mmos like Guild Wars or Everquest where people start to use fungible items as currency . If these items are not removed from the system regularly in such a way that scales , we still get inflation . This leads to one of the fundamental problems with money , there ' s no set measure , hence why in real life we have several standard measures for money supply rather than one . It ' s much more likely they ' ll do what most other mmos do and print cash as needed when rewards need to be given out , and also destroy money as it ' s taken back in by npcs . What CIG wants to do differently , is scale the pricing as they suggested by saying markets will be npcdriven . When a mission is done more often , it ' s reward will scale down logarithmically to a minimum , when a mission isn ' t done often enough , reward ' s scales up logarithmically to a maximum . Soft caps would help to prevent abuse but will need someone actively deciding what they want the newest farming meta to be . Scaling up maintenance costs , proportional taxation or geometrically scaled upgrade costs would all help to counter inflation . Simply having a percentage based transaction tax that cannot be avoided will softcap money supply if there are money spigots that don ' t scale up or money sinks that don ' t scale down . Running large ships or fleets beyond a certain size will have to be lossmaking past some point or capital ships would simply dominate the meta or create paytowin scenarios . They will also have to have economies of scale , otherwise everyone would simply do everything in their own singleseaters and always face a disincentive against banding together . Since they want to encourage a variety of gameplay styles , both solo and communal , this suggests that there will actually be a middle sweetspot for ship sizes or fleet operations with smaller ships and larger ships being generally more inefficient but capable of doing things middle size ships can ' t , hence necessitating a place for them in the universe . Of course middle might mean near the top end or near the bottom end depending on how things are scaled . I say middle really to mean that extremes on scale should be disincentivized otherwise we ' ll only see either singleseat boaters or capital ships in the endgame . Another possible corollary is that we would either have unupgraded ships doing everything they aren ' t disallowed and being piloted by everyone , or fully upgraded paytowin ships shutting out 99 % of the playerbase from any specific activity . Since dogfighting and item transport will be two major gameplay elements I feel confident in saying that medium sized crew ships will probably be the most combat effective in a fight and most cost effective for transporting goods . Note how CIG wrote into lore that the midsized HullC is the most common ship in the universe . tldr Most likely , CIG will have rewards scale down as people accumulate more of them or do the same mission too often , moneysinks will scale up as people demand more of them . Maybe they ' ll have a proportional tax system to softcap money supply , no way they ' ll have a hardcapped money supply . Chances are good that middle sizemidupgrade ships will be the most efficient but can ' t do everything .