Player Agency
Systems support decisions — they don’t replace them.
Consequences
Destruction matters. Assets don’t magically reappear.
Scarcity
Value comes from risk, logistics, and effort.
Tarn is a sci-fi project built around meaningful loss, recovery loops, and a player-driven economy. No hand-holding. No safety nets.
Training Ring → Induction Zones → Free Space
NPC baseline economy, player dominance
Loss matters — recovery is earned
Markets, storage, hauling routes, and risk management collide inside Tarn’s station layer. This is where strategy replaces safety.
Systems support decisions — they don’t replace them.
Destruction matters. Assets don’t magically reappear.
Value comes from risk, logistics, and effort.