Some of you may be aware that I have set myself an "Ironman Challenge", which is intended to make up for the lack of a true Ironman mode in Elite. I've been getting a lot of feedback on the current rules, so it may well be that they should be revised. I'm looking for input and suggestions on that.
Keep in mind that these rules are so strict because I want to achieve a set goal - and make my playing experience a bit "rouge-like". The first goal is to reach a Vulture. The rule that seems to be picked up the most is the "Cannot repair" rule, I have set this one, because it is so easy to get out of a Sidewinder with the way the game currently is. I can pretty much easily get into a Viper with one hour of play on a new save, and into a Cobra with just a few hours play...so I wanted to make things a little difficult. The ship replacement rule is there to make that a bit more stricter.
Anyway - perhaps 10 rules are too many, maybe it can be cut down to 3 rules or something like that? All suggestions and feedback are welcome, and please try to be constructive...
I don't need to be told that doing this is pointless...

These rules are not intended to guarantee my fairly, but rather to make it a true challenge to achieve the goal of getting into a Vulture.
Current Rule 10 Ironman Commandments:
1) Cannot repair your ship - EVER
2) Ship may be replaced, but only for a more expensive one. For the purposes of the Ironman Challenge the Sidewinder is valued at zero credits.
3) Must never buy or sell to the commodity market, however items may be sold to the Black Market.
4) Never take on courier or trade missions (unless it is illegal for goods).
5) Never clear your bounties.
6) Never pay your fines.
7) Never use Gimballed, Turreted weapons, or Shield Cell banks.
8) Never use a scanner greater than the Basic Discovery Scanner.
9) Must only use open play mode.
10) Upon ship destruction, the character must be deleted.
What are your suggested replacements and revisions? Remember we can even eliminate some of these rules and make the list much smaller...
Keep in mind that these rules are so strict because I want to achieve a set goal - and make my playing experience a bit "rouge-like". The first goal is to reach a Vulture. The rule that seems to be picked up the most is the "Cannot repair" rule, I have set this one, because it is so easy to get out of a Sidewinder with the way the game currently is. I can pretty much easily get into a Viper with one hour of play on a new save, and into a Cobra with just a few hours play...so I wanted to make things a little difficult. The ship replacement rule is there to make that a bit more stricter.
Anyway - perhaps 10 rules are too many, maybe it can be cut down to 3 rules or something like that? All suggestions and feedback are welcome, and please try to be constructive...
These rules are not intended to guarantee my fairly, but rather to make it a true challenge to achieve the goal of getting into a Vulture.
Current Rule 10 Ironman Commandments:
1) Cannot repair your ship - EVER
2) Ship may be replaced, but only for a more expensive one. For the purposes of the Ironman Challenge the Sidewinder is valued at zero credits.
3) Must never buy or sell to the commodity market, however items may be sold to the Black Market.
4) Never take on courier or trade missions (unless it is illegal for goods).
5) Never clear your bounties.
6) Never pay your fines.
7) Never use Gimballed, Turreted weapons, or Shield Cell banks.
8) Never use a scanner greater than the Basic Discovery Scanner.
9) Must only use open play mode.
10) Upon ship destruction, the character must be deleted.
What are your suggested replacements and revisions? Remember we can even eliminate some of these rules and make the list much smaller...