In order to get an earlier idea of the prevalence of PvP and its effects upon the economy (which I've made some dire predictions about) I think it would be smart for FB to create an economy oriented POI out in the belt with a tiny (1km to 4km radius) safe zone around it. A small starbase with an AH and an ore tower near a valuable mining zone.
This would have significant economic value for multiple reasons: Miners would be able to have a fast turnaround for unloading ore, players interested in finding valuable ore but unsure of where it was would get an easy onramp, it would create market arbitrage opportunities for freighters who could buy the rare ore locally (where it's cheap) and fly it back to the main AH to sell at a profit.
And all of this would create juicy opportunities for PvP focused players to hunt ships that are actually engaged in trade. We would learn much faster the effects of PvP on trade and the economy without having to ramp up to a huge population or wait for faction bases and the economy needed to sustain them. I don't think this should be a permanent feature, but I think it would be a far more efficient way to generate player interaction that is more like the anticipated end result without having to wait.
This would have significant economic value for multiple reasons: Miners would be able to have a fast turnaround for unloading ore, players interested in finding valuable ore but unsure of where it was would get an easy onramp, it would create market arbitrage opportunities for freighters who could buy the rare ore locally (where it's cheap) and fly it back to the main AH to sell at a profit.
And all of this would create juicy opportunities for PvP focused players to hunt ships that are actually engaged in trade. We would learn much faster the effects of PvP on trade and the economy without having to ramp up to a huge population or wait for faction bases and the economy needed to sustain them. I don't think this should be a permanent feature, but I think it would be a far more efficient way to generate player interaction that is more like the anticipated end result without having to wait.