TLDR - exploring the idea that additional crew indicates additional standard equipment and that some equipment takes up significant space.
Concluding with not only consequences for smaller ships but also with potentially more interesing upgrade options including slower yet more even upgrade progression
Elite Manual wrote:The spacious hull is mainly given over to sophisticated weaponry, defences and navigation equipment at the expense of cargo capacity. Cabin accommodation is large and luxurious
So this suggests that equipment requires cargo space and possibly (given the high crew of this particular ship and the other specilalised medium ship - FdL & moray) that crew indicates installed equipment.
Cabin interiors are mentioned but not really reflected in the game (elite). In oolite a pasenger cabin occupies 5TC, so to continue with the formulae I've been using that should mean that if it were stripped of fittings then it should be able to seat 50 people. Would that be an outragous number for a hotel room? Depends on the hotel I suppose but the best rooms in a fancy hotel (if stripped bare) could comfortably seat 50 I would suggest, so maybe 5TC is reasonable.
Fer de Lance - 12 crew
1 - escape pod (if a ship has room for a pilot seat then that can be converted into an escape pod as discussed earlier)
2 - docking computers (what self-respecting FdL pilot would want to have to put down his/her/its Martini in order to do something as mundane as docking)
3 - ecm ("defences")
4 - extra energy unit
5 - fuel scoops
6 to 10 - passenger cabin
11 to 12 - ?
Compared to the oolite FdL, the following would be missing (along with anoth 10TC of space...)
another passenger berth
advanced space compass
witch fuel injectors
scanner targeting enhancement
shield boosters
I've marked only two in bold as the're the ones both not already represented and most likely to take up space. It's hard to justify the advanced space compass taking up 1TC and the same with the scanner targeting enhancement. One could perhaps argue the same for the docking computers and even the ecm but they are core elite items (and one a luxury) so maybe any loss from fitting those is occupied by all the other targeting gizmos.
So.
11 - witch fuel injectors
12 - shield boosters
Meaning it could stil have all of the standard equipment that it does in oolite (with thoses additional items not occupying space.
Does it work for the Moray, the other ship with a big crew but relatively small CT capacity?
Elite Manual wrote:Standard fittings include: highpower seal locks, 2 torpedo tube/ single missile pods and flood-lock cabins for subaquatic life-forms.
Moray - 7 crew *
1 - escape capsule (every player ship has at least 1 crew member, right?)
2 to 6 - passenger cabin ("flood-lock" cabin with "highpower seal locks" might conceivably take up extra space)
7 - ?
The wiki entry might suggest external heat shielding for the last spot but the 'external' part doesn't sound like it should occupy cabin space. Who cares? 7 crew is enough equipment space for its specialist standard fittings and maybe the last one is for witch drive injectors (many player's first investment).
I think the only other ship mentioned to have extra equipment (that isn't a freighter and relates to standard oolite equipment) is the asp with its "room for powerful shield generators".
The asp has no cargo space but (fortunately) 2 crew. Escape pod + shield boosters. Sorted.
What would/could this mean for the (individual's) game?
Small ships couldn't be upgraded very much as they just don't have the room.
If you started in a sidewinder then that's it, once you've upgraded your weapons then your next upgrade would have to be a ship. A krait or mamba pilot might have room for injectors but that's about it.
Geckos and adders fare a little better but only one has a hyperdrive and the other is a little slow. Speed isn't the asp's problem but space would be. It does have a hyperdrive however so if that freed up 2TC (as my earlier calculations have suggested then that's significantly more options for a wormhole hopping opportunist.
So if you've upgraded from one of the smallest ships then not only are you now experiencing a new ship but you've also got the chance to experience new equipment items.
The next size up gets more suitable. They all have at least 11TC of room (including cockpit/escape pod) and only the transporter doesn't have a hyperdrive (although it does have room for one). So
room to equip almost everything but at a big cost to trading options (and consequently the most conventional route to buying a bigger ship).
One more size category up and we'd be with the mk III, the default ship, how would this change the player's experience. Crucial difference would be that every time the player bought one of the
non-console items of equipment, their ship would lose 1TC of capacity. With 20TC that's quite a bit of room so the player would be unlikely to run out of space but
each time they upgraded (with CT occupying equipment) their ability to generate profit from each trade run would be reduced. I think this effect could actually be good for the game.
As it stands, with 100 credits and an empty cargo bay, it's going to take several trade runs before the player can afford to fill it with the good stuff but once they do (in a mk III) then the upgrades come thick and fast. There are more to save up for in oolite and some of them are really expensive but once you've got your first your second isn't far away.
However, if some of them cost cargo space then that upgrade speed is reduced. An alternative would be to increase the prices of some of the upgrades but that forces the players hand somewhat in terms of which upgrade to choose next.
So which upgrades would cost space?
Cobra mk III - 20 TC (one crew gives sace for escape pod)
Imagined purchase history
witch fuel injectors - 19TC left
ecm - 18 left
fuel scoops - 17 left
extra energy unit - 16 left
docking computers - 15 left (profit per trade run now down to 75%)
front military laser - 13 left (good reason for not every ship to have it if it occupies 2TC... 65%)
rear military laser - 11 left (55%)
quirium cascade mine - 6 left (what, you think every ship should have one? 5TC stops geckos carrying them... 30%)
shield boosters - 5 left (25%)
military shield enhancement - 4 left (20%)
And that's without all the other console equipment (wormhole scanners, advanced navigation array etc.) that wouldn't take up space but would require investment.
Repair costs? If they're proportinal to the item costs then we'd no longer need a few much more expensive items as were added for oolite. Not enough cash? Get yourself on those courier runs, go bounty hunting, there's money to be made and (still) some challenge to be had...
Want a small ship that can still equip everything?
Cheat/load an oxp/edit the shipdata file to add another 15TC to its cargo capacity/ignore this thread entirely.
Remember: It's not 'cheating', it's 'oxp-ing'
I just think that this makes for an interesting interpretation and possibly throws up some interesting game elements.
* EDIT: actually the moray has 6 crew, so cockpit/escape pod + passenger berth = done... This is working even better than I'd hoped