Ok... I used to play EvE. I used to run a group of about 600 people. After a few years I hated the game, hated the people and quit. (early on in the game) never looked back (been over 10 years) However, CCP did do something which is useful for Star Citizen. What we know (Don't even try to argue it): 1. SC will have NO player empires 2. SC will have NO player's in politics in the game 2a. "lawless space" will be the shifting rules and force of the NPC syndicates and cartels, Not the UEE or players, (that's in UEE space, and Banu in banu, and X'ian in X'ian space) 3. SC will have NO player crafting finished goods like ships, guns, modules, FPS gear etc. 4. SC will have NO player controlled space, Moons, Planets etc. (An EDIT: If you buy a farm in Idaho, you don't own Idaho, so you won't own a moon, by placing tiny little land-claims) 5. SC will have NO ability for players to blockade jump points. 6. SC will have NO major player run stations (Only the Golden Horizon Asteroid bases have been said to exist.. Old Derelict etc) 7. Players will NOT be able to be in the UEE military or Paramilitary organizations. 8. NPC ships will make up 9:1 in the verse, and actual population (lore) will be Billions to 1. 9. The UEE military out-numbers players by a 1 Million to 1, same goes for the other major races... NPC cartels and syndicates will outnumber the entire player-base by dozens to hundreds to 1. New Edit: Some people have brought up other points, which I decided to leave out, but they are valid 10. CIG controls all resources, their spawn locations, amounts, and values. CIG has all the economic leavers at their disposal. 11. CIG controls economic factors like interest rates, and can shift value from one star system to another. 12. CIG can change any and all market factors to preserve the economic simulation they want to run with to preserve the game integrity they want and how they want. 13. CIG is the invisible hand of the market not being so invisible. So. CIG needs to make the NPC factions and the verse feel like a living breathing universe, for this to be a thing, the NPC's have to feel more than decorations, more than obstacles and more than sources of farming assets. I'm not talking about 1v1 NPC vs Player fights. I'm talking about the WHOLE factions. CCP has just done it with their Drifter faction. A quote from some player in the Game of EvE: "If another player comes by and knocks down our sandcastle that's one thing," Dran adds. "Those risks are understood and part of the sandbox. We set up full well knowing the risks, and are prepared to fight anyone for our right to be here. We didn't set anything up knowing that at any point with no warning NPCs would materialize and blow everything up. NPCs don't sleep, they don't get tired, they don't have to wake people up or take off work to show up for a timer. They just exist one second, shoot, and then despawn. EVE is supposed to be a sandbox driven by human interaction and intrigue. This just feels contrived." CIG can see how this plays out, and design factions to respond to threats, destroy player assets, kill players, capture player assets, etc. That is how this game will be a true breathing living verse. The Primary risk we face will be from NPC's (UEE, X'ian, Vanduul, Syndicates, Cartels etc.) as it should be, they out-number us, out gun us, and out-resource us. It also makes player and organization reputation and actions MORE important. In a Game like EvE it's just a unique little thing to kill some time.... in Star Citizen it can be sooooooo much more. Link I originally saw posted by @Choirboy https://www.pcgamer.com/eve-online-is-in-chaos-after-an-unprecedented-alien-invasion/