I don't want to be a $60 game, but it will on the higher end of the Indie spectrum because of cost to build. No subscription fees, and we'll sell cosmetics, name changes, etc. as well as unlocking new zones. Or maybe we crowdfund the new playable areas instead. Still all up in the air, but those are general thoughts.
!Warning long post!
My honest opinion is that Ember needs a modified business model, not a clear cut subscription free, even one time payment scheme, or free to play, it needs an individual form of payment model catered to the gameplay and not the other way round.
Many games fall into the trap of publishers that want one type of monetizing method such as lottery for most F2P shooters or even the common "cosmetics" or exp/money bonus items, but from my own experience it is about how the game's mechanics/lore that interlace these optional items to make them not beneficial but special. For instance when we look at firefall F2P, I played little of it (a week or 2 at best 2014 period) red beans were used to lottery if I recalled or completing research fast, these convenience purchases made little money as these are generic to many and all games. Now compare it to warframe or even world of tanks, both games F2P but both are notable pioneers for the success of free to play and what do they offer when paying? Unique warframe "syandana" or "warframe skins" even prime warframes and founder status, world of tanks had gold shells, premium tanks, premium consumables, camo decals and etc. Both games also allowed the jumping of grind through use of plat/gold, it might even be said these are all play to win items yet why do more people spend on items that influence the game less like syndana's or camo and decals over more pay to win methods?
When looking at what drives the success or demand for these items, we can't look at the "potential" value for money because they are always generally refuted through the game's cultural stigma's. Lets be honest when playing those games people would say, premium shells/consumables, skipping research and etc isn't worth it since it is a matter of time vs money, or bad play. So comes the question of how demand is catered for syandana's, prime warframe, premium ammo, or premium tanks, most of which are not pay to win in most cases, however these items are unique to the game itself. Meaning, i can find normal cosmetics and skin colours (those woodland camos or modern day dress set in a fantasy world) in other games for guns to tanks in world of tanks, but syandana's (capes) are so special in warframe that it is a novelty on its own, the same applies to prime warframes. The concept of premium tanks generating more cash would garner pay to win votes till you realize said vehicles are weak if not suboptimal for their level of play(even breaking even or losing silver under poor play), or even premium shells costing fortunes just to kill one enemy. However people still buy them for competitive reasons and because these novelty items are only novelty to the respective game, you can't find another game that made you pay real money for items that have a higher chance to inflict damage, like we aren't even talking guarantees but better. These are items that generate the most money and even wargaming allows the conversion of in-game currency(silver) to buy premium ammo now.
Ember needs a payment model that has it's own identity to gather successful money, which is sustainable for the game's growth and future successes. Like we can talk about unlocking new zones, but details about it? I played ffxiv and i can say a new zone like heavensward is worth it not only because of the content it brings for end-game but by how interlinked this new zone and content is to the entirety of the game itself, from story to character's and even bosses. Crowdfunding new playable areas? is it going to be the movember style type of even that warframe did to promote moustaches that no other game ever did?
Did subscription fees drive away players from the most renowned game in the entire world, WOW, let alone produced actual academic potential regarding the spread of diseases. I am surely aware the developers of ember have more in-game experience with a large variety of games, but like when it comes down to how humble this money is being channelled within the game, we have to realize generic monetization methods never make money. It all boils down to how this monetization methods is made unique to the game's entirety.
Syndana's have their lore and generally beauty, premium tanks are experimental yet fantasical tanks, prime warframes are endowed with orokin origin, stuff that garner brand novelty, even if ember use the lottery system, it needs to be so unique like ffxiv's cactpot system? The game itself has to absorb and make these types of payment options special to the game itself, rather than having them for the sole purpose of payment.
I believe the potential of the ember's developer to play something out that can reflect this, a successful model really depends on how the game is meant to be played, if a sandbox is true to it's core, new zones being paid is counterproductive.
Instead some ideas could be focused on other aspects like mineral farming in "restricted areas", say these areas are too dangerous for the landing of normal thmpr's, what you get out of these areas are increased quantity of minerals but then you fight tougher mini bosses which require more people and you have less AI support in these restricted places.
Maybe even allowing for stuff like temporary base building/defense in the entire map instead of having to run all the way to ends for safety, however said bases can be destroyed by enemy attacks too so must be defended along with the thmpr till the minerals are all extract from the temporary base.
map integrity, etc. Money channelled to enchance these already existing features will generate the most demand no matter how ridiculous it sounds, ingame gambling, how so? I won't want to say these ideas are perfect, they do promote ideas of pay to win when seen from a very general sense (which is looked down upon) but it is these types of features that generate willing demand. Also the customization of omnisuits, please don't be typical colour changes, or one minor part aesthetic change, be daring and bold, make some fashion statement no other game has down before and maybe you would have a solid and supported method of monetizing.
TL;DR : Ember needs it's own brand when monetizing, an identity that people can relate to when a word or idea is brought up because of how novel and special it is to ember and no other game.