Now I've seen ideas about changing ships mid-game, and I think that's well worth exploring, but there are also a heck of a lot of starting ship mods available. I wondered about introducing a 'ship purchase' budget at the start of the game so that more powerful ships could be bought for more. Everybody would be able to afford ships in the same range as the vanilla three ships. If you buy something cheaper you could have left over money, if you buy something more expensive you need to get the money from somewhere.
You could get a bit of extra budget by skipping the standard cargo-hold content (fuel rods, four barrels, etc.). Or maybe you could downgrade armour and devices installed in the ship (although that is getting into the 'rebalancing' realm). However I think it might be nice to have a credit bonus that depends on how well you scored in your last game. Obviously that would require alterations to the game engine so it wouldn't be possible in this version.
Starting ship budget idea.
Well, at least in the versions I used to play, the amount of starting cash you get was defined in the ship data, so you could very well mod your ship to start with more money if the ship is defined as "cheaper".
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
That could be an interesting exercise - how much extra money would you want to compensate for starting with less device slots / cargo space / slower drive ?schilcote wrote:so you could very well mod your ship to start with more money if the ship is defined as "cheaper".
If you could switch later I suppose you'd be much happier to take the initial trade off of a crappy ship
