
In EVN, for every ship available in the shipyard, they basically had three "used" variants: Badly worn, decent condition, and superbly maintained.īadly worn: The ship was missing all but the most essential of outfits, and the hull itself actually had lower stats. I'm not sure if you are aware or not, but this is basically a recreation of EVN's shipyard system. *Used ship variants with same stats & lower cost, to get around engine limitations re prices varying from place or time to place or time. a new variant of an existing ship) with lower stats & cost. I'm aware this would require the framework be updated so things can be different prices in different places, among other things, but once that happens I think it would be good for this be implemented. This is a lower priority, though, since you can strip most components from a disabled enemy without capturing a ship. The randomization system for pirate ship loadouts could be used.Ī low chance for marauder tech at inflated prices would also be good, to give non-cappers an opportunity to get their hands on those ships & on hard to get outfits typically obtained through marauder farming without having to disable & strip enemy ships. Have a weighted-random selection of used & stolen ships taken from a regional list with various outfit loadouts available at variably depreciated prices in select ports, especially pirate ports. If I don't want to deal with much combat directly or I'm role-playing a character who for whatever reason wouldn't board other ships, I have to haul a LOT more cargo on my way up. Is your feature request related to a problem? Please describe.Ĭapturing ships is essential to the metagame as things stand.
