Haha, yes, assume 75% of NPCs die for real because they're stupid or have no funds for rebuy, then think of all the savings the insurance industry would have made if they took policy payment from a cut of the ships sale price and never did anything for that ship in those cases, looks like a nice little earner to me...
This is a point well made actually. We treat NPC's as other players in many ways, we steal from them, get attacked by them, and they populate a massive universe to a degree that human players can't.
So I see no reason why NPC's can't be included within the economic model. Presumably they are trading goods, collecting bounties, pirating and all in all keeping the cash flow moving just as we real human players are.
If you do indeed assume that an NPC's death is permanent then the premium payments insurance system makes a lot of sense.
Also remember NPC's don't need to die, they just need to be captured and forced into slavery. Slaves don't get to claim insurance.
Heck, throw in an escape pod system as well. Make that pod:
1) Too small to lock onto, + a stealth system.
2) Don't allow it to target anything other than stations, no scanners allowed! Just call it the emergency station location system.
3) Give it a whooping 75ly range, and a fuel scoop.
4) Make it useless for anything other than getting back home so players can't exploit the large frame shift range.
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The system works well enough and puts the onus onto the player for taking care of the details.
Just say no to crutches
Such a boring point of view.
Btw, the whole existing system is a
crutch. You died, how did you magically come back to life? Ha, perhaps you're a zombie pilot
Yeah yeah I'm sure THAT's in the manual too. Magical elite reanimation spells for dummies or something.
This game is suffering from a lot of boring repetition, and with your attitude it'll remain that way forever. What exactly is your problem with us discussing different was to improve the game, to make it more realistic, more immersive, more believable?