Balanced Ship Prices
Posted: Tue Feb 23, 2021 4:56 pm
Download (Requires at least 1.91 (2022-06-27))
Attention!
For this OXP to work when many OXP ships are installed, the following snippet should be added to the hidden oolite settings (before the last appearance of
Attention!
When having many ships installed with big textures, then this OXP might require a lot of RAM, otherwise Oolite might become very slow for the first few moments.
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This OXP rebalances the prices of buyable ships (including ships installed as OXP/OXZ). The idea is that the performance doesn't scale linearly with the cost, instead with increasing price we get diminishing returns. For example, the cost for increasing the energy recharge rate from 2.0 to 2.5 is pretty small, maybe 3000¢. But increasing the recharge rate from 6.0 to 6.1 increases the cost by 50,000¢.
Additionally, the mass (volume) is considered for many parameters. First of all, building a bigger ship costs more, so having small ships still makes sense.
But having a bigger ship makes it easier to fit larger amounts of cargo. So for a ship the size of a Boa, having cargo space for 70TC adds a cost of 25,000¢, while for a ship the size of a Cobra MK-I it would add 850,000¢. The cost for missile capacity is calculated similarly, i.e. bigger ships can fit more missiles for fewer credits.
With maximum speed and maneuverability, it is exactly the other way around. For bigger ships, it is more expensive to fly or turn fast than for smaller ships.
The cost for the standard equipment will be added. The maximum cargo space gets calculated using the extra cargo bay, if it is available, as it is normally so cheap that it doesn't matter compared to the price of a ship. Same thing with the extra energy unit.
For other equipment, for example the shield booster, or the hyperspace capabilities, the total price for the ship gets reduced if it is not available.
Some examples:
I got a bit inspired by this thread Ship Pricing OXP
On a sidenote, does somebody know why I can fit an Advanced Space Compass on my Cobra MK-I if in the shipyard it says that it shouldn't?
Attention!
For this OXP to work when many OXP ships are installed, the following snippet should be added to the hidden oolite settings (before the last appearance of
</dict>
):Code: Select all
<key>start-script-limit-value</key>
<real>60</real>
When having many ships installed with big textures, then this OXP might require a lot of RAM, otherwise Oolite might become very slow for the first few moments.
----------------------------------------------------
This OXP rebalances the prices of buyable ships (including ships installed as OXP/OXZ). The idea is that the performance doesn't scale linearly with the cost, instead with increasing price we get diminishing returns. For example, the cost for increasing the energy recharge rate from 2.0 to 2.5 is pretty small, maybe 3000¢. But increasing the recharge rate from 6.0 to 6.1 increases the cost by 50,000¢.
Additionally, the mass (volume) is considered for many parameters. First of all, building a bigger ship costs more, so having small ships still makes sense.
But having a bigger ship makes it easier to fit larger amounts of cargo. So for a ship the size of a Boa, having cargo space for 70TC adds a cost of 25,000¢, while for a ship the size of a Cobra MK-I it would add 850,000¢. The cost for missile capacity is calculated similarly, i.e. bigger ships can fit more missiles for fewer credits.
With maximum speed and maneuverability, it is exactly the other way around. For bigger ships, it is more expensive to fly or turn fast than for smaller ships.
The cost for the standard equipment will be added. The maximum cargo space gets calculated using the extra cargo bay, if it is available, as it is normally so cheap that it doesn't matter compared to the price of a ship. Same thing with the extra energy unit.
For other equipment, for example the shield booster, or the hyperspace capabilities, the total price for the ship gets reduced if it is not available.
Some examples:
- Anaconda (mass: 438K): 3,176,700¢, here the cost comes mostly from the 750TC cargo, because the Anaconda isn't actually that much bigger than a Cobra MK-III, maybe twice the volume
- Boa MK-II (215K): 482,300¢
- Viper Interceptor (35K): 465,325¢
- Cobra MK-III (214K): 337,900¢, mostly because it is actually a pretty big ship, and also because it is really fast for that size
- Python (259K): 222,800¢
- Fer-de-Lance (53K): 186,750¢, the biggest cost factor here is the good recharge rate
- Asp (75K): 167,300¢
- Moray (51K): 107,500¢
- Krait (93K): 94,625¢, this ship is too big; half of the cost comes from the size, the other half from maximum speed and maneuverability. By decreasing the size, one would also decrease the cost for maximum speed and maneuverability.
- Cobra MK-I (52K): 56,100¢
- Adder (16K): 36,000¢
- Sidewinder (25K): 33,700¢, it doesn't get much cheaper (except for the worm) most of the cost stems from the speed and maneuverability
I got a bit inspired by this thread Ship Pricing OXP
On a sidenote, does somebody know why I can fit an Advanced Space Compass on my Cobra MK-I if in the shipyard it says that it shouldn't?