Ship prices explode exponentially. Imho, one of the worst design decisions in the game.
Missions etc pay the same, no matter whether you're in a Sidewinder or Anaconda. With the current ship price curve you either completely bypass all the progression through small-mid ships or you'll have to play for years to be able to afford one of the big three.
I'm happy I got to experience some ship progression. I still remember how happy I was when I finally could afford a Type-6 to start earning the big bucks.![]()
Ship prices may increase exponentially, but so does ship performance in some metrics. It's true that cost increases faster than capabilities (by my reckoning, the relationship between a ship's cost and its trading performance is roughly ^0.45ish), but overall it's not an insurmountable difference. Having a relationship where cost scales slightly more aggressively than earnings is perfectly fine to have, as it both increases the relative risk of using the high-end kit due to repair/rebuy costs as well as giving a well-scaled progression. Newer players like to see their performance increases quickly as they explore the world around them, which necessitates early progression to be very rapid; conversely, established players need slower progression for the high-end to promote long-term goals and aspirational content.
This is quite visible in most games as well as in real life, whether it is an RPG, RTS or buying a new car. RPGs will often have massively inflated XP requirements at the top end to provide a ready source of progression, even if the improvements are relatively minor, sometimes taken to such extremes as making the XP cost to go from level 98 to 99 take more XP than going from 1 to 98 (Elite also does this with trade ranks, reaching Tycoon is only about 40% of the way to getting to Elite in trading). Strategy games will often have researches and upgrades tail off in efficiency, both to provide difficult decisions rather than the more routine ones the lower-level techs provide as well as providing a different style of gameplay for longer matches. Marketing does this with real-life products, within the budget everyday runabout cars there is always a higher-performing model for only a modest cost increase, but once you leave the domains of normal cars and into the "end-game" cars marketed at millionaires and petrolheads then things get very expensive very quickly.
There's also the issue that not all activities scale in the same way, trading scales pretty hard as the high-end ships can easily have 50x the cargo capacity of a sidewinder, yet have less than 10x the firepower (they can approach 50x the effective HP using resistance stacking, but their relatively poor maneuverability and large profiles mean that they do not take 50x the time to kill). However, I'd be willing to bet that the Small Ship Brigade would come out with their pitchforks and flaming torches if FD ever tried to give combat the same scaling as trading, so we are pretty much left at an impasse with regards to balancing different income sources.