Still on the economic side of things, a significant change could be made to the player's starting ship. In Elite, we started with a Cobra III because it was all we were ever going to have; in Oolite though we already have a major game-change, in that we can buy different ships. I think it would make sense to bump the starting player down to a much smaller ship – probably an Adder. This would greatly extend the active role of money in the game, and provide the player with many more decisions to make, e.g. should I buy the shield booster for the Adder, or just keep saving for the next ship upgrade? Should I upgrade now to a Cobra Mk I, or save up for a Moray? The Cobra Mk I can carry more cargo but the Moray's a better fighter ... and so on. (There might need to be a bit of rebalancing of ship stats and prices, if creating a longer career path is thought worthwhile.)
Alternatively, the game could start with the player, without a ship, in a reasonably well-stocked shipyard with a decent amount of cash to spend (although probably not enough for a brand-new Cobra III, IMO). The player could then choose from a range of ships, with various advantages and disadvantages, e.g.
- a brand-new Adder with nothing left over for any extras (advantage: service and running costs are low, resale is good; disadvantage: it's an unmodified Adder)
- a second-hand Adder (advantage: there's enough cash left over for some extra bits of basic kit; disadvantage: it's still an Adder, the resale is lower and the running and service costs are higher)
- a somewhat beat-up Moray (advantage: you can fight in it a bit, and it carries a little more cargo; disadvantage: cargo capacity is limited, resale is pretty poor and service and running costs are quite steep)
- a very second-hand Cobra I (advantage: it's a halfway decent trading ship, and there's just enough for a cargo bay extension; disadvantage: it's seriously unreliable, with high running costs and erratic performance, and the resale is terrible)