Combat Overhaul Ideas

An area for discussing new ideas and additions to Oolite.

Moderators: winston, another_commander

TheCiscoKid
Above Average
Above Average
Posts: 19
Joined: Sat Jul 19, 2025 7:17 am

Combat Overhaul Ideas

Post by TheCiscoKid »

NOTE: If you don't do iron man runs, if you have a million credits and an OXP uber-ship, if you're happy doing milk runs in safe systems to afford an Iron Ass before even attempting a fight - this thread may not resonate with you.

Because Oolite is a more modern, higher fidelity game than the original Elites, a ship can be seen in the distance even when it's much further away, relative speeds seem a lot slower because we're working with more granular space, the local bubble is effectively much larger. Even if ranged combat were deeper strategically (and I'm not sure that it is), it's visually less appealing to be fighting pixels far off in the distance.

Fuel injectors are considered necessary to close the distance in a fight, or to escape one - this is a really cool piece of equipment, but having to use it for every combat encounter puts too much pressure on the player's fuel resource, which is also necessary for reducing the tedium of being mass-locked. I don't like the idea that the player has to gamble their real-world time waiting out boring situations to ensure they are optimally prepared for combat.

Idea:
-lasers do less damage when further away?

Energy Bombs have been removed and ostensibly 'replaced' with the Quirium Cascade Mine. I actually like the reasoning behind this (energy bombs break immersion because NPCs don't have them, and if they did it would be unfun), but there are A LOT of problems with this:
1. The Q-Mine costs 2500 credits compared to the 900 of the Energy Bomb. If a player is using 1 energy bomb every milk run, that already eats into almost their entire profit and doesn't single-handedly grant safe passage through dangerous systems. This doesn't seem imbalanced to me, and Q-Mines cost more than twice as much
2. It's mounted to a pylon like a missile, so it's not a panic button anymore. I'm pretty sure this was just the result of a limitation to adding new deployable equipment in earlier versions of Oolite, and that limitation doesn't exist anymore.
3. I'm not sure if pirates immediately scramble when they see a Q-Mine, if not the player will still be vulnerable for 5 seconds.
4. I'm pretty sure the player requires fuel injectors and/or a fast ship to outrun the explosion of their own Q-Mine, if they do that could be problematic for balancing fuel economy or slow ships.

Ideas:
-900cr Q-Bomb you can drop behind you
-a q-bomb (or similar effect) that detonates with the player in the eye-of-the-storm and grants temporary invulnerability (NPCs could also use this and the player could actually have a chance to escape)

In the original Elite, ships don't have individual roll/pitch speeds as far as I know. In Oolite they do, and the Cobra Mk 3 is fast and tanky but with relatively poor roll/pitch maneuverability, it's also relatively large. This feels more like RPG or euro-shmup balance (let the player tank hits) than arcade (let the player avoid hits). Overall the balancing of the ships is quite nice though. The player's Cobra appears to be speed 350, while the enemy Cobras are speed 300. This speed increase does pretty much make the player's ship the second best after the Asp (and not including the Viper police ships, Constrictor mission ship, etc...), but with the non-player centric Cobra the balance is a bit closer. A Moray has slightly less energy and a slower energy recharge rate, but beats the Cobra in pitch and roll.

Ideas:
-make all ships faster - player or NPC - across the board (and maybe remove the player's 50 point bonus on the Cobra)?
-give the player an extra 50 speed regardless of ship-type, letting the Moray serve as a more agile but fragile alternative?

All enemies seem quite tanky, you can hit an enemy ship without missing and your beam laser can overheat before it dies. This removes the sensation of zako/popcorn/fodder enemies that was so perfectly filled by the Gecko, and to a lesser extent the Krait and Sidewinder in the original Elite. You can be sitting behind a ship for 10-20 seconds unable to kill it because your laser has overheated, but with it posing absolutely no threat. This gives other pirates an opportunity to attack you, forcing you to break off, which then gives the enemy ship you were trailing a chance to replenish its health (EDIT: Apparently this is intentional). I respect this as a punishment for the player misusing their laser, or against tougher bounty hunters/police/etc..., it just seems poorly tuned for encounters with packs of pirates where there large numbers should be offset by squishiness. It also means the enemy can sometimes fuel injector/hyperspace away and the player just has to let them go whether they want to or not, which can interfere with the risk/reward of damaging your ship in a fight and not even getting a reward for it. Worst case scenario combat literally becomes a waste of time (i.e. if I have a choice between using fuel injectors to avoid the fight, or to help me fight - why wouldn't I just run?).

Idea:
-lasers do more damage when closer? (ties in neatly with the first solution :P)

I honestly don't expect anyone to feel the same way as me about this, but I thought it'd be better I make a thread than keep clogging up the discord and forum chats.
Last edited by TheCiscoKid on Fri Aug 08, 2025 10:10 pm, edited 3 times in total.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 5386
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Combat Overhaul Ideas

Post by phkb »

TheCiscoKid wrote: Fri Aug 08, 2025 7:59 am
-lasers do less damage when further away?
TheCiscoKid wrote: Fri Aug 08, 2025 7:59 am
-lasers do more damage when closer? (ties in neatly with the first solution :P)
Pretty sure that's how they work now. Lasers have a max range value, and the damage is scaled based on range. @a_c - that's correct, isn't it?
In any event, you could tweak the damage numbers on the core laser weapons, making them hit harder if you wanted. You could do it in an "equipment-overrides.plist" file as well, which means the changes would survive any updates to Oolite itself.
TheCiscoKid wrote: Fri Aug 08, 2025 7:59 am
I'm not sure if pirates immediately scramble when they see a Q-Mine, if not the player will still be vulnerable for 5 seconds.
Everyone scrambles when they see a q-mine.
TheCiscoKid wrote: Fri Aug 08, 2025 7:59 am
All enemies seem quite tanky, you can hit an enemy ship without missing and your beam laser can overheat before it dies.
You could create your own "shipdata-overrides.plist" file, and adjust the maximum energy each of the core ships has, until you reach your preferred result.
TheCiscoKid
Above Average
Above Average
Posts: 19
Joined: Sat Jul 19, 2025 7:17 am

Re: Combat Overhaul Ideas

Post by TheCiscoKid »

phkb wrote: Fri Aug 08, 2025 8:12 am
Pretty sure that's how they work now. Lasers have a max range value, and the damage is scaled based on range. @a_c - that's correct, isn't it?
In any event, you could tweak the damage numbers on the core laser weapons, making them hit harder if you wanted. You could do it in an "equipment-overrides.plist" file as well, which means the changes would survive any updates to Oolite itself.
Ah yes I forgot that might already be how it works, if that's the case then I'd just stretch out the extremes, lasers would be a lot weaker from a distance and a lot stronger up-close.
Everyone scrambles when they see a q-mine.
This seems an elegant solution then, just need to account for the player getting caught in the radius too easily, perhaps extending the timer on the q-mine, or propelling it backwards and away from the player.
You could create your own "shipdata-overrides.plist" file, and adjust the maximum energy each of the core ships has, until you reach your preferred result.
I'd like to avoid changing the core ship stats too much if possible, hopefully just adjusting the lasers would work with regards to energy. It feels fair to maybe let the player ship always have an extra 50 speed though, as that already seems to be the case for the Cobra, so I might try out an override for this.
Speeding up all the ships would be a more dramatic change, but it would also help with my desire for combat to happen at closer ranges (and is the only way to preserve the player Cobra's speed while shifting away from player-centrism).
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6937
Joined: Wed Feb 28, 2007 7:54 am

Re: Combat Overhaul Ideas

Post by another_commander »

phkb wrote: Fri Aug 08, 2025 8:12 am
Pretty sure that's how they work now. Lasers have a max range value, and the damage is scaled based on range. @a_c - that's correct, isn't it?
From a quick look at the methods responsible for firing lasers and dealing damage I cannot see any immediate relation of damage and hit range. Will take a closer proper look once I get a chance.
User avatar
Cholmondely
Archivist
Archivist
Posts: 6413
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Combat Overhaul Ideas

Post by Cholmondely »

Reducing damage with range has been suggested umpteen times since at least 2006/7. As far as I'm aware, it was never done. Since I'm not into the combat side of things so much, I'm personally unperturbed. I presume that it would be more realistic, since the lasers have a finite range anyway.

I don't know if any of the laser oxps managed to introduce it - I've not noticed it on any of the wiki descriptions, and I never use them (not even Redspear's [EliteWiki] New lasers with his SMUG/UBER laser couplings and the guessing game for where to find the best ones! - that has to be my favourite weapons oxp)
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
User avatar
Cholmondely
Archivist
Archivist
Posts: 6413
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Combat Overhaul Ideas

Post by Cholmondely »

TheCiscoKid wrote: Fri Aug 08, 2025 7:59 am
NOTE: If you don't do iron man runs, if you have a million credits and an OXP uber-ship, if you're happy doing milk runs in safe systems to afford an Iron Ass before even attempting a fight - this thread may not resonate with you.

Because Oolite is a more modern, higher fidelity game than the original Elites, a ship can be seen in the distance even when it's much further away, relative speeds seem a lot slower because we're working with more granular space, the local bubble is effectively much larger. Even if ranged combat were deeper strategically (and I'm not sure that it is), it's visually less appealing to be fighting pixels far off in the distance.

Fuel injectors are considered necessary to close the distance in a fight, or to escape one - this is a really cool piece of equipment, but having to use it for every combat encounter puts too much pressure on the player's fuel resource, which is also necessary for reducing the tedium of being mass-locked. I don't like the idea that the player has to gamble their real-world time waiting out boring situations to ensure they are optimally prepared for combat.
Get one of the 4 different fuel tank OXPs on offer (actually, Phkb's Fuel Tweaks probably increases the number to 5). Unless you are wedded to staying true to Classic Elite in all respects, there is no reason in the world why a 7ly jump maximum should limit you to a 7ly fuel tank maximum.

I read that the GalCop vipers have a 14ly fuel tank in the Vanilla game code. And I see that your sheet notes a 16ly fuel tank for the Interceptor version.

I presume that a 7ly maximum size of fuel tank is hardwired into the vanilla game code. Otherwise we could buy a Fuel Tank extension in the same way we buy a cargo hold extension (but without increasing the jump range).
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
TheCiscoKid
Above Average
Above Average
Posts: 19
Joined: Sat Jul 19, 2025 7:17 am

Re: Combat Overhaul Ideas

Post by TheCiscoKid »

Cholmondely wrote: Fri Aug 08, 2025 10:20 am
Reducing damage with range has been suggested umpteen times since at least 2006/7. As far as I'm aware, it was never done. Since I'm not into the combat side of things so much, I'm personally unperturbed. I presume that it would be more realistic, since the lasers have a finite range anyway.
I can see an argument either way for realism tbh, such powerful lasers hitting at such relatively close ranges in space probably wouldn't lose all that much power. At the same time, it's magic space technology, good gameplay can justify all sorts of nonsense.
Get one of the 4 different fuel tank OXPs on offer (actually, Phkb's Fuel Tweaks probably increases the number to 5). Unless you are wedded to staying true to Classic Elite in all respects, there is no reason in the world why a 7ly jump maximum should limit you to a 7ly fuel tank maximum.
This is definitely something I should explore, I have Fuel Tweaks - does that mean I can just buy the 'Quirium Fuel Processors' and get started?

EDIT: nevermind it seems like all of these come with one drawback or another, haha! Which I suppose is a fun way of balancing things, but I feel that there's already an economic imbalance for a new player demanding too much grinding.
User avatar
Cholmondely
Archivist
Archivist
Posts: 6413
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Combat Overhaul Ideas

Post by Cholmondely »

TheCiscoKid wrote: Fri Aug 08, 2025 11:00 am
Cholmondely wrote: Fri Aug 08, 2025 10:20 am
Reducing damage with range has been suggested umpteen times since at least 2006/7. As far as I'm aware, it was never done. Since I'm not into the combat side of things so much, I'm personally unperturbed. I presume that it would be more realistic, since the lasers have a finite range anyway.
I can see an argument either way for realism tbh, such powerful lasers hitting at such relatively close ranges in space probably wouldn't lose all that much power. At the same time, it's magic space technology, good gameplay can justify all sorts of nonsense.
No expert on this. But take the pulse laser. Up to 12.5 kilometres (7.7 miles) it does full damage. After that it does nothing. Nothing!

That seems unreal to me.

Either it should keep on going forever with full strength, or it should attenuate over distance and eventually peter out.
Get one of the 4 different fuel tank OXPs on offer (actually, Phkb's Fuel Tweaks probably increases the number to 5). Unless you are wedded to staying true to Classic Elite in all respects, there is no reason in the world why a 7ly jump maximum should limit you to a 7ly fuel tank maximum.
This is definitely something I should explore, I have Fuel Tweaks - does that mean I can just buy the 'Quirium Fuel Processors' and get started?
It's expensive. You need Processors (450₢) a not totally reliable transfer unit (1380₢) and one or more 1ly tanks at 50₢ a pop. My preferred pylon-loaded fuel tanks hold 3ly for 70₢. I hardly ever use them - they are there just in case. But then I don't do much combat.

What I do is either use the Wormhole scanner and piggy back on someone else ([EliteWiki] Station Dock Control can be useful if I'm not tight for time) or use the [EliteWiki] Deep Horizon Advanced Navigation Computer which saves 10% on fuel. Note that the Black Monks (Bank) also sell a hideously expensive fuel which is more effective - and that Military Injectors save 10% on fuel too.
EDIT: nevermind it seems like all of these come with one drawback or another, haha! Which I suppose is a fun way of balancing things, but I feel that there's already an economic imbalance for a new player demanding too much grinding.
I'm not understanding what you mean by this. Any chance of some more detail?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 5386
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Combat Overhaul Ideas

Post by phkb »

another_commander wrote: Fri Aug 08, 2025 9:15 am
From a quick look at the methods responsible for firing lasers and dealing damage I cannot see any immediate relation of damage and hit range. Will take a closer proper look once I get a chance.
Oh! Somehow I’d come to believe it was scaled. I must have read one of those discussions and assumed it had made it into the game. Always learning.
TheCiscoKid
Above Average
Above Average
Posts: 19
Joined: Sat Jul 19, 2025 7:17 am

Re: Combat Overhaul Ideas

Post by TheCiscoKid »

Cholmondely wrote: Fri Aug 08, 2025 11:33 am
After that it does nothing. Nothing!
Oh right yeah this is hard to reconcile, I agree wholeheartedly
What I do is either use the Wormhole scanner and piggy back on someone else ([EliteWiki] Station Dock Control can be useful if I'm not tight for time) or use the [EliteWiki] Deep Horizon Advanced Navigation Computer which saves 10% on fuel. Note that the Black Monks (Bank) also sell a hideously expensive fuel which is more effective - and that Military Injectors save 10% on fuel too.
On the wiki it says about Station Dock Control "Note: Due to some poorly optimised code, this OXP should be considered experimental and not used in normal play.", I'd quite like to use it but this line scared me off?

Wormhole Scanner is a good idea, I often use BroadcastComms to see if I can get a free ride. Military Injectors will surely be fun once I can justify the expense :)
I'm not understanding what you mean by this. Any chance of some more detail?
Doing an iron man run you have an initial choice in order between
-ECM (600)
-Fuel Injectors (600)
-Beam Laser (1000)
-Escape Pod (1000)

And you should almost certainly as soon as possible get
-Cargo Bay Expansion (400)
-Advanced Space Compass (650)
-Scanner Targeting Enhancement (450)
-Extra Energy Unit (1500)

With a cargo bay expansion, and doing a run with 35t of computers from a rich industrial to a poor agriculture, you get like 1300cr~ (so this is ideal conditions, early game is significantly less). The more economic requirements you add before a player can engage in combat (i.e. requiring military lasers instead of beam which costs 6x times as much, or requiring fuel injectors, or more than doubling the price of the bomb equivalent), the more times the player is going to be incentivized to do the exact same safe milk run without engaging with other aspects of the gameplay
User avatar
Redspear
---- E L I T E ----
---- E L I T E ----
Posts: 2892
Joined: Thu Jun 20, 2013 10:22 pm
Location: On the moon Thought, orbiting the planet Ignorance, looking through a telescope with the lens cap on

Re: Combat Overhaul Ideas

Post by Redspear »

Cholmondely wrote: Fri Aug 08, 2025 10:20 am
Reducing damage with range has been suggested umpteen times since at least 2006/7. As far as I'm aware, it was never done.
Right, I'm almost certain it was never introduced in cim's era and didn't exist prior.

Cholmondely wrote: Fri Aug 08, 2025 10:20 am
I presume that it would be more realistic, since the lasers have a finite range anyway.
Well, here's the thing. Relasistic likely means all lasers travelling the full length of the scanner and doing less damage the farther they travel BUT here's what you'd 'lose'.
  • Colour equating to power
  • Pre-combat manouvers
  • Speed advantage other than to flee
The first is one of convenience but also a nice bit of design oolite added that wasn't in elite. If the player sees laser flashes around them they know how much danger they're in intiutively. The game even has some options for colour blind payers which hopefully present similar utiliy.

The second changes how you experience combat - instead of wondering about the intentions of that approaching group and if you can afford to let them get in range, it's already too late. The jump drive now drops you in range of whatever pirate packs you might encounter.

The third changes combat considerably as the faster ship can't easily gain momentary respite before considering another run. Given that the player is often in the faster ship AND outnumbered this would present a significant change.

It's often been suggested but typically for reasons of realism and not gameplay e.g.
Cholmondely wrote: Fri Aug 08, 2025 11:33 am
No expert on this. But take the pulse laser. Up to 12.5 kilometres (7.7 miles) it does full damage. After that it does nothing. Nothing!

That seems unreal to me.

Either it should keep on going forever with full strength, or it should attenuate over distance and eventually peter out.
The first proposal removes pre-combat manouvers mentioned above, the second neuters slow pirates (and the default player start) while losing the colour = damage convenience.

TheCiscoKid wrote: Fri Aug 08, 2025 7:59 am
Fuel injectors are considered necessary to close the distance in a fight, or to escape one - this is a really cool piece of equipment, but having to use it for every combat encounter puts too much pressure on the player's fuel resource, which is also necessary for reducing the tedium of being mass-locked. I don't like the idea that the player has to gamble their real-world time waiting out boring situations to ensure they are optimally prepared for combat.
Completely agree and have made a whole bunch of oxps to address the same, the most pertinent of which are perhaps:
[EliteWiki] Masslock Reimagined maximum 30 seconds on that masslock
[EliteWiki] Power To Engines 50% speed boost with weapons offline (pirates can't effectively use same to chase you)
[EliteWiki] Equipment by Ship Role should that pirate really be using injectors to chase you quite so often instead of picking on someone else?

TheCiscoKid wrote: Fri Aug 08, 2025 7:59 am
Ideas:
-900cr Q-Bomb you can drop behind you
-a q-bomb (or similar effect) that detonates with the player in the eye-of-the-storm and grants temporary invulnerability (NPCs could also use this and the player could actually have a chance to escape)
My yet to be releaed (for no good reason) Energy Bomb Reimagined is similar to this but isn't npc available (because why would a pirate travel within a pack so armed), won't give anyone a chance to escape but does have a limit to how many energy banks it can wipe out.

TheCiscoKid wrote: Fri Aug 08, 2025 7:59 am
All enemies seem quite tanky, you can hit an enemy ship without missing and your beam laser can overheat before it dies. This removes the sensation of zako/popcorn/fodder enemies that was so perfectly filled by the Gecko, and to a lesser extent the Krait and Sidewinder in the original Elite. You can be sitting behind a ship for 10-20 seconds unable to kill it because your laser has overheated, but with it posing absolutely no threat. This gives other pirates an opportunity to attack you, forcing you to break off, which then gives the enemy ship you were trailing a chance to replenish its health
[EliteWiki] Janes Galactic Shipset reintroduces the squishyness to the fighters but also makes them a bit smaller too.
TheCiscoKid
Above Average
Above Average
Posts: 19
Joined: Sat Jul 19, 2025 7:17 am

Re: Combat Overhaul Ideas

Post by TheCiscoKid »

Redspear wrote: Fri Aug 08, 2025 1:48 pm
Completely agree and have made a whole bunch of oxps to address the same, the most pertinent of which are perhaps:
[EliteWiki] Masslock Reimagined maximum 30 seconds on that masslock
[EliteWiki] Power To Engines 50% speed boost with weapons offline (pirates can't effectively use same to chase you)
[EliteWiki] Equipment by Ship Role should that pirate really be using injectors to chase you quite so often instead of picking on someone else?

My yet to be releaed (for no good reason) Energy Bomb Reimagined is similar to this but isn't npc available (because why would a pirate travel within a pack so armed), won't give anyone a chance to escape but does have a limit to how many energy banks it can wipe out.
Putting a timer on masslock makes a lot of sense haha, very blunt solution but it would undoubtedly do the trick.
Equipment by Ship Role is really interesting but I'll have to give it some proper thought and attention, I've gotten sidetracked reading through this old thread and seems we share a lot of sentiments 8)
[EliteWiki] Janes Galactic Shipset reintroduces the squishyness to the fighters but also makes them a bit smaller too.
And slower, hmm, not sure how I feel about this for my game but it's motivating to see that overhauling the entire shipyard isn't unheard of
User avatar
Redspear
---- E L I T E ----
---- E L I T E ----
Posts: 2892
Joined: Thu Jun 20, 2013 10:22 pm
Location: On the moon Thought, orbiting the planet Ignorance, looking through a telescope with the lens cap on

Re: Combat Overhaul Ideas

Post by Redspear »

TheCiscoKid wrote: Fri Aug 08, 2025 7:39 pm
And slower,
Really? I don't recall making any of the fighters slower?

I will be reviewing all my speed changes via oxp since I came up with the injector grades oxp but so far I've only 'corrected'' pilot licence oxp.
TheCiscoKid
Above Average
Above Average
Posts: 19
Joined: Sat Jul 19, 2025 7:17 am

Re: Combat Overhaul Ideas

Post by TheCiscoKid »

Redspear wrote: Sat Aug 09, 2025 6:47 am
TheCiscoKid wrote: Fri Aug 08, 2025 7:39 pm
And slower,
Really? I don't recall making any of the fighters slower?

I will be reviewing all my speed changes via oxp since I came up with the injector grades oxp but so far I've only 'corrected'' pilot licence oxp.
Just going by what it says at the bottom of the wiki page?
"By slowing down the Cobra MkIII (from 0.35 lm to 0.28 lm) the game becomes tougher for beginners. One can use some of Redspear's other OXPs to compensate: Masslock Compensator, Power To Engines and/or Traffic Redistributer. It is also true however that many non-player ships will be slower by default (as some will have the cargo bay extension installed by default)."
User avatar
Redspear
---- E L I T E ----
---- E L I T E ----
Posts: 2892
Joined: Thu Jun 20, 2013 10:22 pm
Location: On the moon Thought, orbiting the planet Ignorance, looking through a telescope with the lens cap on

Re: Combat Overhaul Ideas

Post by Redspear »

TheCiscoKid wrote: Sat Aug 09, 2025 7:27 am
Just going by what it says at the bottom of the wiki page?
I take the blame for that, albeit cholmonster's doing.
His wiki industry exceeds my oxp efficiency.

An update or two down the line and the only such speed change (IIRC) is to reduce any player ship by 0.07LM should they install a large cargo bay. Thus the mark 3 could have a speed of 0.35LM (oolite player value) or a speed of 0.28LM (c 64 elite value).
Such a feature of the LCB is not canonical (re the elite manual) but as the research that led to the JGS oxp showed, the source material was occasionally contradictory.
Post Reply