As the game currently stands, the smaller ships (anything smaller than a Cobra, really) are only a stepping stone to the big ones, which practically outperform them in every regard - combat, trading, realspace speed, jump range, cost of maintenance+fuel/income potential. Players choosing smaller ships are either new, or eccentrics who drive Peugeot 205 Rallyes and Abarth 500s IRL. The only theoretical advantage smaller ships have is that they are scanned for contraband by authorities around stations less frequently, but in practice, a large ship can run into a station at top speed and never be scanned. The Eagle's top manoeuvrability does not make it a viable combat ship against equally good player pilots.
To give the game the diversity that its physical scale deserves, small ships should have a distinct niche in the game's mechanics that makes them attractive for some tasks to players of all levels. Otherwise, why are there so many Elite NPCs burbling around in Sidewinders and Eagles? They can't all have fallen on hard times. Did they have their pilot's license endorsed against flying larger classes for their crimes?
Some ideas:
* As you've probably guessed, I'm a fan of small ships with loud exhausts, and I'd like to see a reason for FD to add the Mamba, Krait and Gecko to ED.
To give the game the diversity that its physical scale deserves, small ships should have a distinct niche in the game's mechanics that makes them attractive for some tasks to players of all levels. Otherwise, why are there so many Elite NPCs burbling around in Sidewinders and Eagles? They can't all have fallen on hard times. Did they have their pilot's license endorsed against flying larger classes for their crimes?
Some ideas:
- Supercruise visibility could be a function of ship mass and velocity as well as a travel time horizon. This would make small ships and slow harder to spot in SC, making them better blockade runners (hello, or rather goodbye, pirate groups!) and also sneakier pirates*.
- Real space visibility could be made larger for larger craft, making smaller ones sneakier in a knife fight.
- Larger craft could be subject to much more aggressive authority interdiction and scanning on arrival, in SC and in station vicinities. Faction/government type dependent?
- Cost of repair and maintenance could be returned to where it was in 1.0, so you have to be playing well to afford the upkeep of big ships; small ships are more forgiving of their owners. The hull integrity degradation rate could be higher for larger craft, as they face more strain from frame-shifting.
- Trade taxes, like the bulk trade levy, could be rebalanced to give small craft a better margin. But run for run, large ships will still make more profit.
- Capital ship and station weaponry should be much more effective against larger craft.
- Increase Supercruise fuel consumption on large ships; make small ships better scouts/faster explorers
* As you've probably guessed, I'm a fan of small ships with loud exhausts, and I'd like to see a reason for FD to add the Mamba, Krait and Gecko to ED.
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