Welcome to the boards Buster, we are very happy to see you on here. Let me see what I can help answer for you here.
I What is your vision of ingame Economy (Decay vs. Power Creep)?
II Are you going to focus more on big Open World locations or team instances?
III How much Vertical progression is going to be?
I This is a gateway to a much larger discussion about an economic model that would have to begin with clarifying some of the terms and options truly involved. For now I will keep it simple and relay what was written in
the original indiegogo campaign.
"Durability: Items will not break, but will need to be repaired (at less resource cost than what it was to make)."
II I don't believe there has been a public statement answering that question just yet.
III Exactly how much has not been revealed at this time. But I will relay some information from
the original indiegogo campaign.
"A shooter first, with great movement, guns and abilities. Skill matters. Progression is horizontal, opening up more options and abilities and gameplay."
and then what was said in
an additional post from Grummz.
"So, horizontal progression still has a power curve. But it has 2 main differences in Ember:
1) Power curve is much shallower than traditional online game.
2) There is a strong skill component to many things, making skill matter
Just wanted to remind everyone that horizontal does not mean "flat" as we've defined it."
Hopefully that helps.