Albee wrote:At the risk of asking a question that's no doubt been asked before, why doesn't Oolite start new Jamesons in a Cobra Mk 1? Elite couldn't, for the reason given here by Commander McLane, but Oolite could, one presumes, very easily. The many changes and enhancements Oolite has introduced have made the game much, much better, IMO. Starting 'further back' would add yet more fun and provide a greater sense of achievement, surely?
Oolite, like Elite, is designed for the player to be in a Cobra III. I've recently started a new commander, and like SandJ I sold the Cobra III and bought a Cobra I. Unlike SandJ though I'm having a great time, enjoying a dangerous kind of milk-run between Isinor and Qutiri. I buy Computers on the Rich Industrial world of Qutiri and bring them to the Poor Ag Confederacy Isinor, at around 40Cr/ton profit. From Isinor to Qutiri, though, I fly empty, and fill up from pirates I meet on the way in.
It's a really profitable run, and I'm enjoying it hugely (injectors, ECM, fuel scoops, an extra energy unit, beam lasers front and rear, no shield enhancers yet though, and only 2 energy banks ... it gives combat a real edge
), but with a non-expandable 10-ton cargo bay, it'll be a looong time before I can buy a Cobra III. I'll have earned it, mind you!
A big problem is the ship prices. They're taken from Elite, from a game where they were pure window dressing: they didn't matter because you couldn't buy a new ship even if you wanted to. So the prices would have to be restructured to allow for a realistic progress from small ship to better ship to better yet to best: ideally, players would start in an Adder (the smallest jump-capable core ship with any sort of cargo bay) and work up from there, but the earning potentials would need to be reworked as well as the ship prices.
The other main factor is ship speed. The Cobra I is slow. You have to plan your jumps really carefully, to ensure that you've always got plenty of fuel in your tanks for when you need to inject past someone who's mass-locking you, unless you want to spend all your time off-lane and then what's the point?
Flying and trading in a Cobra I, when you know the game's quirks and tricks, is fine – indeed it can be a lot of fun, and I recommend it. But the game's basic assumptions revolve around the Cobra III's stats, and it would require a major ground-up overhaul of ship and equipment prices, and the in-game economics, and pirate behaviour too (they'd have to be much less likely to bother with a mere Adder, or at least let you go once you've shed your cargo, otherwise what is already a tough game for beginners would be well-nigh impossible). And for best results we'd need to get rid of mass-locking and move to a time-acceleration system instead, to make slower ships playable without resorting to injectors all the time, which means a radical rewrite of most of the game ...