In theory, global resource sinks may be a good idea, but in real life, it will be very hard to do it. You assume, that players will give X% of theirs resources for global goals and using rest of them for crafting, repairing, etc. Players are greedy and don't want to share, unless they have a profit. I have never seen MMO, in which majority of players give away "their precious wealth" without a profit (that includes joining strong guild, etc.). Why should I give resources, when other players don't? They would have the same benefits from bases and vehicles as me.
The only scenario that would make sense to me is minimize gear factor (a few versions of each weapon/ability/armor). Players would give away resources for global goals, because accumulating them would have no sense. But you have to remember, that big group of players love their gear and all things connected to it (resources, abilities, etc.). There are many good ideas and solutions,
Those many concerns, while valid in the general sense, all operate under the assumption that pitching in to group goals would have no direct and personal reward (immediate, persistent and/or long term) for each player who actually participates. As if pitching in and not pitching in offer the same end in ever way execpt expenditure. I believe we will do better than make that mistake. It is well known to us that players tend toward what benefits them, such a basic human trait will not be forgotten during the designing of any system.
Sidenote: I said group goals, not global goals. Group goal could be as small scale as what you and a couple friends do, where global goals would be more akin to a whole shard pushing for a certain purpose. Em-8ER may end up having both group and global goals, we shall see, still it's important to keep the distinction between the two.
but we still don't know what kind of game will Em-8ER be. I think the safest way is to create game similar to Firefall v0.7 and then starting moving toward global goals.
There is much still to be decided on in terms of Em-8ER's design, though there is quite a lot of it it's overall core direction set internally, to which only limited amounts of that are known publicly. For now I can only share bits and pieces here and there. Mostly, in this thread, I have just been talking about the nature and impact of economic model features in general. I will shed light on what I can.
For what it's worth, while I would certainly agree with learning from what went both wrong and right with every era of firefall (Around patch 7 did have some amazing stuff), I do not think starting suggestions from the
overall economic design portion of patch 7 is particularly wise considering several points.
1: The patch 6-9 economic design was a very different direction from what Grummz originally intended for firefall's economy. Em-8ER's is meant to be more akin to firefalls original intended design and direction, not the way's that it drifted away from it.
2: As I mentioned before, Em-8ER is meant to have more to spend resources on than just carried/worn gear. If we put too much cost on worn/carried gear, it leaves little to nothing for the other stuff.
3: Something widely unknown about the design goals behind firefall's Patch 6 to 9's economic model, it was intentionally built to push (sometimes force) players to change their loadouts based on resource availability. High granularity in resources, waning resource availability and tight constraints all combined to make a system where replacing things to the exact same specifications was troublesome. That was not a byproduct of the system, that was part of the intent of it. It was in hopes the player would "try" a different load-out because their old load-out was either unavailable or tweaked in some way whether the player liked it or not.
With Em-8ER, we have no such intention. On the contrary, we prefer that if player's like the build they are using, we should not create economic systems meant to yank them from it. That very big difference in goal means there must be some very big differences in core design.
All that said, every person has their own path to discovery. If, for you, starting from what you know of patch 7 helps you find a system that does what we are looking to do...so be it.
Red5 have tried revolution way and how they have ended?
I am sorry, I do not follow what you are suggesting.