
Oolite is a Darwinian world like real reality. Nobody cares if you have only pulse laser and almost useless missiles starting game. It is your problem if you haven't adequate survival skills. We have no difficulty slider in Oolite from Kindergarden to Insane, but we have ton of options to configure game challenges individually using OXPs, altering game mechanics. Seems confusing for new Jameson “recommend me must-have starter OXPs please”, but having some game experience you have option to assemble your unique game world and possibly to redefine vanilla game rules.
Yes, there are players who prefers to have the best starter ship and to complete upgrade it as soon as possible and dive into battles and long travels. So we have option to select starter ship seeking more challenge or just start on well balanced ship like in old good Elite. Nice.
Agree with Redspear: Cobra Mk III is well balanced universal ship. The best ship in default set. I always has feeling it is too good as starter ship. You definitely need to deserve it.
Start Choices is must-have personally for me, but my favorite starter ship is not Adder, it is Cobra Mk I. Comparing dimensions of Adder (28 x 15 x 51) and 1 ton cargo pod (9.6 length, approx 5.8 diameter) I feel 5 tons declared in Start Choices for Adder hard to place in ship internal volume (unfortunately, my graphical presentation of issue with Adder posted in Russian forum was lost). You can place up to 6 pods into Adder internal volume, but how about room for hyperspace capable ship engine? Of course, I understand, 5 tons for Adder in Start Choices was declared to provide option to install passenger berth. But honestly, Adder is too small and too slow for such business (maybe Adder Sport modification with 300+ speed will be option for parcel delivery?).
The same issue in more extreme form is with Transporter: having dimensions 30 x 11 x 43 you have no internal volume to place 12 cargo pods declared in ship specifications. Cobra Mk I is honest ship: you really have internal space for declared 10 tons of cargo.
I have Skilled NPCs, Deep Space Pirates and Random Hits Shipset in my must-have list too. Not recommended for new Jameson until you’ll be familiar with basics of survival in game. Sometimes you’ll get advice like “start without such OXPs, upgrade your ship and install it later”. IMHO it is wrong approach. Having iron-assed ship too early and too easy it is hard to develop skills of tactical awareness, such as visual observation, evaluation, making decision to fight, run or cover, close to dogfight or hit from distance. So my advice – a bit practice with game without these OXPs, install it and start again. It is really cool experience to just survive in early game.
There are also Custom Shields and Breakable Equipment – nice mods redefining vanilla game mechanics and making game more challenging. And can I recommend Missiles Modification? This mod makes vanilla missiles partially resistant to ECM (but not so resistant as hard-headed missiles), so you’ll have really useful missiles as defense weapon on early game.
Moreover, I prefer to play with my tailor-maid modifications of game economy and ship specs. Fuel injector costs 2500 Cr in my Ooniverse instead vanilla 600 Cr for example, so starting with Cobra Mk I I need to survive 7...10 game days in dangerous flights between Leesti and Diso or between Tionisla and Isinor to collect enough money to get this critical upgrade. Not for casual gamer, of course.
I have also more strict rules to obtain some battle equipment. Vanilla Military laser is too overpowered and too easy to obtain for green Lave Pilot Academy graduate? Well, let’s give chance for poor bastards. I must have record of 8+ kills to upgrade to Beam Laser and 64+ kills to upgrade to Military Laser, so I have plenty of time for gun practice, selecting adequate opponents and avoiding too dangerous – usual learning curve for fighter ace pilots in real reality.