Why the Fer de Lance can be outrun by many pirates despite its reputation as the hunter's vessel of choice?
Or perhaps why the adder is sometimes chosen as a budget racer or smuggler when it's slower than almost every vessel bar the freighters?
Maybe it's just me but some of those have bugged me since I first played elite.
For oolite I've made several oxps that play with ship speed, even contradicting myself in places. This oxp is an attempt to come up with a more wide reaching solution that respects both the speed values set out within elite AND those reinvented by oolite.
- What does it do?
- Changes injector burn rate of some vessels (efficiency grade)
- Changes injector burn rate and injector speed rate of some other vessels (performance grade)
- Lore Reasons
- To address some of the lore of both the elite manual and its inheritance to the oolite wiki
- To address (but nort remove) the 'missing gap' of 0.05LM between the viper/mamba and the sidewinder, currently only inhabited by the player version of the Mk III
- Gameplay Reasons
- To make the Fer de Lance more of a competitor to the Cobra Mk III, even to the extent of being a possible upgrade depending on play style
- To enable some of the assassins and hunters to be more persistant
- To make some of the slowest vessels in their class a bit more viable as player ships
It's really just a shipdata list that splits the core shipset into three categories:
Injector Grade C (Standard)
Asp, Boa, Boa Cruiser, Cobra Mk I, Cobra Mk III, Sidewinder, Viper, Viper Interceptor, Worm
As you were, no changes.
Injector Grade B (Efficiency)
Anaconda, Gecko, Krait, Moray Medical Ship, Python, Shuttle, Transporter
Injector burn rate approximately halved, making injector use more fuel efficient.
Injector Grade A (Performance)
Adder, Mamba, Moray, Fer de Lance
Injector burn rate reduced somewhat and injector speed factor increased from 7 to 10.
Max Injector Speed (if all ships had injectors)
Without OXP ___ With OXP
3.64 viper int. ___ 3.64 viper int.
.... no change here
2.80 asp mk 2 ___ 3.20 mamba
.... the mamba can now go the fastest but not for the longest
2.59 s-winder ___ 3.00 fer de lance, moray
.... only pirate escaping that speed is in a mamba
2.45 cob. 3(p) ___ 2.80 asp
.... the asp is still the fastest player ship when not injecting
2.24 mmb,vpr ___ 2.45 cob. 3(p)
.... there are only two ships that can go faster than the mk3 that couldn't before
2.10 krait etc. ___ 2.40 adder
.... more chance to escape in an adder granting more appeal as a start choice
- Please note that pirate kraits and fer de lances often have injectors and can pursue a player near relentlessly in the default game.
There are at least three choices in this regard.
1. Don't install this oxp and they wont get any faster or have more stamina
2. Consider installingEquipment by Ship Role to address pirate injector use not always making sense
3. Embrace the challenge
Will upload once the wiki returns to accepting oxz files.