- High Maintenance on Paragon would generate the gut feeling of being prohibitively expensive, unless the hullmod's maintenance cost increase was reduced from 100% to 50% (for 90 supplies/month). This would also help Hyperion, though not in the way(s) it particularly needs.
- Does Onslaught really need to be set at 750 skeleton crew? 600 would be just about right.
You know, I was mostly joking about High Maintenance, but this sounds pretty good.
(The Hyperion is in a tough spot, yeah... one of those things where it's hard to make it "good enough" without making it too good.)
Yeah this is a bit annoying. Low-tech ships have more PPT than high-tech ones, but once PPT runs out low-tech ships burn a hole in your pocket faster than high-tech ones (and worse, do it in a semi-hidden way).
Maybe post-PPT CR degradation should be a multiple of CR % spent per deployment? Although that risks having weird effects on a few ships (e.g. with Hyperion's 40% CR to deploy)...
To some extent, that's mitigated by them having higher PPT, but, yeah, once CR starts ticking down... hmm. The rate being constant is something where it is how it is for simplicity, to avoid having yet another stat to convey, and a not super important one at that. Ideally, it would probably be based on CR to deploy.
The cash output can't be mitigated by anything. Supplies can be mitigated to the point where you have effectively unlimited supplies from Skills/Salvaging rigs and you could be running around for 9 months never needing to buy anything. The problem isn't the Paragon being too cheap, it's the Capital/Cruiser tiers of Low Tech can't be offset by anything. The Onslaught in actual use costs more then the Paragon because Supplies can be free and salary never is.
So long as free supplies can offset the costs, Low tech will be more expensive to maintain in practice.
DP cost nothing if the supplies were free.
This doesn't make sense to me; supplies found during exploration are no more free than, say, the credits you get from completing a bounty. And several things mitigate ongoing credit costs - the stipend you start the game with, income from colonies, a commission.
I think a ship that cost no supplies to maintain but instead had a higher crew requirement, equivalent in credit costs, would I think be a better ship most of the time. You'd have more cargo space for loot and would come out ahead in credits earned. You *might* also be forced to return to port due to a lack of credits, but that seems like an edge-case scenario; maybe if you entirely stay away from colonies and have a fleet with multiple capitals, it
could become a concern. Besides, you can just... run out of credits, and it's pretty much fine. It's not a reason to turn around, not the way running out of supplies is. Heck, if you stay out long enough, it might even be more profitable to run out!