Ten Ton Hammer is featuring an interview with Jumpgate Evolution's producer Hermann Peterscheck. The interview features a lot of information about the crafting and resource gathering in Jumpgate Evolution.
Ten Ton Hammer: Is crafting going to play a major part of Jumpgate?
Hermann: Yes. Our goal is that items enter the world in 4 major ways: stores (some of them faction rating restricted), loot drops, mission rewards and crafting. All of those need to be about equal in value otherwise players won't do them. It's a very difficult thing to balance, but it's really important.
Ten Ton Hammer: What sort of mechanics are you using to implement crafting? Will players need to go back to stations to craft anything? Or will they be able to make items in the holds of their ships?
Hermann: Our initial approach is to make crafting "manufacturing." This means that it happens on various building spread throughout the galaxy. The idea is that moving things around in space is an important part of the economy, so by crafting things and bringing them to a central location I add value to players that don't want to fly far out there to get what they need. However, difficulty needs to scale. At the beginning making cool and useful stuff will be quick and easy. At the end it will be challenging and more complicated. That's all part of the fun of games I think!
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