In elite, the player only had the mk III.
In oolite, there was the fairly sensible distinction that a player ship should probably have a hyperdrive.
This ruled our many of the smaller ships and opened up the door for the larger ones.
Pacing can be huge in a game and the larger cargo bays enable rapid profits.
With the contract system being available, I personally think that ships smaller than the mkIII are the better gameplay choice than those larger BUT that likely makes most sense when starting in a smaller ship. The adder is pretty small so it could be argued that I'd be losing more experience than I would gain.
Do you/I/we want to play at crew management? Especially when there are 42+ members to consider?
I'm not suggesting that there is a right answer to such a question but rather that it's an important one.
For me personally, it's a no but I wouldn't mind hiring generic crew replacements (like topping up fuel it's a simple top up, rather than vetting individual candidates) after an eject or a particularly damaging combat.
I further wouldn't mind favouring a particular crew type with inherant bonuses/costs associated with them.
So however many my crew, it could simply be represented as, for example, 40% engineering, 30% navigation, 30% logistics and that ratio might change each time I buy replacements.
Engineering might facilitate occasional repairs or boost injector efficiency/speed.
Navigation might improve travel times or reduce fuel consumption.
Logistics might faciliate loading and installation times.
And this whole thing might be an oxp project that I've been consideing for months now
