Following the interview of CCP Rattati, I’ve been thinking about one of the problems he raised about Industry in it’s current state, in that it is very hard for a newcomer or someone without the infrastructure of the bigger players to be able to make a dent into Industry.
Seeing the problem as it is, it is a clear case of accrued advantages, an established player can afford thinner margins, and more importantly, can afford to lose money on some products. If you look at real life, you can see the same kind of mechanisms at play.
The only things that can counter those advantages are Disruption and Newer markets.
Pretty much, the only way you can remove all those advantages without outright stealing them from the big players (aka going the Commie way) is,
First, to make the advantages not relevant to where the money is made. See how Nokia got all its advantages reduced to nothing when Smartphones came by.
Second, to open virgin spaces where the accrued advantages are not useful, and where the playing field is reset for everyone. Think the Gold or Oil Rush making new fortunes and power players.
Thus I think of two types of solutions that have to be used here:
Find a way to make products appear periodically that do not benefit from the current skills and bonuses. The various event resources are a good example of that. Have them have logistical chains that are different from the actual, typical, and established chains.
Create temporary spaces where new resources appear that can only be in used in that space and ask for the creation of new infrastructures and chains, and that after a certain time disappear and reset the playing field for everyone.
There are various features in the game already that could allow to do that, features that I like a lot but that I feel have failed to be used at their maximum potential. For example, Storms, or Abyssal Pockets, or Ressources Wars.
You could have the sudden appearance of Storms thatd create a special type of mineral and that would have to be experimented on to convert them into typical ore.
Or you could have Abyssal Pockets where new types of recipes would appear alongside new resources and thus would ask for a new chain of extraction and production to be created.
As for Resources Wars, the volatile nature of the ores that were mined there was interesting, that volatile nature could also apply to blueprints and allow newcomers access to production methods that the more immobile and entrenched industrialists wouldn’t have access to.
Just throwing ideas out there, but by far the most important thing is that, you can’t rob people who have worked hard to get their advantages already. But what you can do is create spaces so that other industrious people can get a foot in and start something to hopefully get the means to one day threaten the established industries.
My 220 cents, have at it!