When i say jobs i don't mean classes or fixed roles, but actions players can perform to make a living, this is the most important aspect of a sandbox MMO, more even than combat, as combat may be involved in some of those, but not all.
Soldier: This could be the base job for starters, maybe a character background start, you begin employed by the NPC main faction army and earn money per kill on frontlines or a salary when taking part in events, the registered soldier could have some limitations when it comes to freedom (has to stay near the frontlines while on duty), but would receive bigger rewards or rewards at all when doing event objectives.
Crafter: A good sandbox has its economy based on player crafting, and should offer not only plenty different kinds of crafting (from cooking to architect to vehicle mechanic) but must also offer great depth in its crafting systems, no fixed recipes, trial and error or research should play a big part in finding out the best material/parts combination for an item. The best crafters of the server would keep their best recipes secret and be as recognized as the best fighters in the server.
Scavenger: This requires a large world and no easy fast travel, an explorer should be able to evade combat or seek it while looking for treasures, rare creatures/plants or crashed spacecrafts
Explorer: Mapping Terrain modifications, enemy troop movement, rare animals spotted, rare asteroid or spaceship crashes, and the most important: best mining nodes should be extremelly valuable information, mapping areas to sell this info could be a profession
Builder/Mechanic: Every good sandbox has housing or base/city building (as well as vehicles), this is vital, knowing how to do this well or having the skills to do so defines this profession
Bounty Hunter: depending on how heavy the death penality is, bounties can be viable, but this can only work if there is open pvp or pvp zones. Ember could have a mechanic similar to SWG jedi training, where jedi had to keep their power hidden or their presence would be announced to bounty hunters, getting killed as a jedi was a huge XP penality and greatly delayed your training.
We could have something similar with illegal implants, they could be very expensive implants a doctor can apply to you, they are not detectable unless you use them, but if you use them near other people you could pop up as a bounty to BH players, getting killed would cause you to lose all illegal implants.
Doctors: Death could cause permanent scars and wounds, player doctors could be able to fix them, also create implants and chemicals that greatly boost players and might or not be legal.
Also plastic surgery, changing someone's face/name to evade a bounty or just for cosmetics sake could also be a doctor job.
Entertainers: Just like in SWG http://swg.wikia.com/wiki/Entertainer
I think Ember can take great inspiration from SWG (pre-patch-of-doom) and that some jobs could not have any combat involved into it.
Soldier: This could be the base job for starters, maybe a character background start, you begin employed by the NPC main faction army and earn money per kill on frontlines or a salary when taking part in events, the registered soldier could have some limitations when it comes to freedom (has to stay near the frontlines while on duty), but would receive bigger rewards or rewards at all when doing event objectives.
Crafter: A good sandbox has its economy based on player crafting, and should offer not only plenty different kinds of crafting (from cooking to architect to vehicle mechanic) but must also offer great depth in its crafting systems, no fixed recipes, trial and error or research should play a big part in finding out the best material/parts combination for an item. The best crafters of the server would keep their best recipes secret and be as recognized as the best fighters in the server.
Scavenger: This requires a large world and no easy fast travel, an explorer should be able to evade combat or seek it while looking for treasures, rare creatures/plants or crashed spacecrafts
Explorer: Mapping Terrain modifications, enemy troop movement, rare animals spotted, rare asteroid or spaceship crashes, and the most important: best mining nodes should be extremelly valuable information, mapping areas to sell this info could be a profession
Builder/Mechanic: Every good sandbox has housing or base/city building (as well as vehicles), this is vital, knowing how to do this well or having the skills to do so defines this profession
Bounty Hunter: depending on how heavy the death penality is, bounties can be viable, but this can only work if there is open pvp or pvp zones. Ember could have a mechanic similar to SWG jedi training, where jedi had to keep their power hidden or their presence would be announced to bounty hunters, getting killed as a jedi was a huge XP penality and greatly delayed your training.
We could have something similar with illegal implants, they could be very expensive implants a doctor can apply to you, they are not detectable unless you use them, but if you use them near other people you could pop up as a bounty to BH players, getting killed would cause you to lose all illegal implants.
Doctors: Death could cause permanent scars and wounds, player doctors could be able to fix them, also create implants and chemicals that greatly boost players and might or not be legal.
Also plastic surgery, changing someone's face/name to evade a bounty or just for cosmetics sake could also be a doctor job.
Entertainers: Just like in SWG http://swg.wikia.com/wiki/Entertainer
I think Ember can take great inspiration from SWG (pre-patch-of-doom) and that some jobs could not have any combat involved into it.