# Thoughts on the Core Gameplay Loop and Tiers
Basically, the idea of Small, Medium, and Large factions map well to the idea of early, mid, and late game item tiers. A 'late game' group of characters are generally carrying equipment large factions would be utilizing, even if the characters are not themselves part of a large faction.
This won't work for all games, but for the core trade/mercenary campaigns, where the players go from small time traders/guns for hire to powerful mercenary corporation or merchant prince housedom. Social campaigns tend to use a very different idea of how campaigns work and should function and are explained in a different section.
So basically, There has to be a divide between 'personal items' and 'faction assets' where personal items are those which a person owns and uses on a personal level, and faction assets are the big & expensive items. The range a group should be paid should similarly be split between the expected amount to go towards faction funding vs what is expected to go towards players themselves.
| Game Part / Price/Income Ranges | Item cost | Faction Asset cost | Personal Income | Faction income | Job Payout Range |
| ------------------------------- | -------------- | ------------------ | --------------- | -------------- | ---------------- |
| Small/Early Game | 5-3.4k <=TL15 | 1-100k | | | 100-99k |
| Medium/Mid Game | 3.5k-9k <=TL17 | | | | 100k-9m |
| Large/Late Game | 10k+ <=TL20 | | | | 10m-1b |