Since money flows like a river, how about making ship ownership a bit more interesting?
Firstly, raise the base repair cost by x10, and maintenance by x5.
Repair costs are then based on:
Tier of ship- basic generic ships are massively inexpensive to repair. So workhorse freighters are cheap, but advanced vessels (like Corvette, Cutter) or luxury vessels like the FdL, Mamba or passenger ships need lots of high quality repairs that cost much more. As an example the FdL shipyard description mentions its higher grade materials and armour- that should be reflected in its repair price. This might give underused ships an edge- the T-7 might be almost free to repair while the Python is much more- not a huge benefit, but if price becomes more of a factor it will provide more considerations and complications.
Superpower- how is it Fed ships are repairable in Imperial stations (and Imp in Fed space) so easily? So, if a station you dock at is an opposing superpower your base repair cost is doubled. However, if you are docked at a station that aligns with your ship (i.e. Fed / Fed, Imp / Imp, Alliance , Alliance) the cost is halved. Neutral indie ports are unchanged. This then gives the BGS a bit of a role, allowing local politics to shape things.
Modules: A grade modules are much more expensive to fix than E grade- maybe x5 the cost. Engineering boosts and grade add cost (since you are adding even more complexity to fix).
Wanted ships and hot modules: can only be fixed if the station has a black market and is x2 the cost perhaps. This replaces the current C + P way and makes Powerplay bonuses and faction types actually mean something (naughty ships can't easily get repaired in Pranavs space who bans black markets, while its a snap in Archon Delaines territory which opens them). It also draws a clearer line between lawful space and areas where illegals can go (leading to a natural segregation during play).
Certain engineering should lead to the wear and tear being faster (i.e. the maintenance cost). Extreme lightweight builds, drag drives, nutty overcharged powerplants / certain FSD effects should all put more strain on the ship and wear quicker. But, clean drives, sturdy (double braced), armoured enhance reliability and efficiency. This would be a tradeoff of range/ speed etc v reliability.
If repairs are more expensive or difficult, it then gives the AMFU a much bigger role as it then provides a DIY way to repair most of your ship and keep costs down (since you can synth AMFU 'ammo'). An AMFU would be able to perform maintenance to keep integrity high, but you'd still need to drydock to repair a powerplant (making the base reliability more important).
Fuel:
(The ideas here are a bit more hazy since you have FSD and real-space engines, and that FSD tavel burns the most).
A to E grades also make things more expensive. Engineered drives should be analogous to the military drives from previous Elites: drag should cost more (much more) since it requires exotic tuning and balance out its overuse. But, clean drive fuel is incredibly cheap and its drives very reliable.
Base cost is increased by x5, with the same BGS faction / superpower considerations- i.e. Fed Imp or Alliance branded ships cost less to fuel in matching ports, while costing more in opposing places (either because they dislike your ship, or that it requires more complex / incompatible handling).
Other:
You are scanned more if your ship is of an enemy superpower- this is a bonus modifier on top of the paint wear / ship type 'conspicuousness' value. For example a Cutter docking in Sol would elicit more attention than a Corvette (which is almost common in the heart of Fed space). This would make generic ships lower profile in more places and that superpower manufacturer also plays a role in your choice.
Black market engineering: much lower cost, but half as reliable (i.e. wear is twice as fast, requires black market to buy / fix). Would making an 8A powerplant half the cost drive players to change the BGS more to make life easier in places? Some ports or areas might then naturally become proper hives of villainy, Tortuga style- as well as creating a 'shadow' network of outfitting and repair.
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Taken together it makes repairs scale to your ship, Imperial / Fed / Alliance ship in another superpowers territory more involving (as you then are subject to discrimination)- it also makes common ships with no allegiance (Krait, Asp, T series bar the T -10) blend in more and universally accepted (for smuggling). It also makes the AMFU more widely useful, and makes more risky engineering more of a problem while making 'rugged' blueprints have hidden (but logical) benefits.
EDIT: One additional clause: Powerplay pledges are exempt from maintenance fees in home territory. It gives a reason to pledge (and exposes them to risk for doing so) but fits since they are fighting a guerilla war. It also sorts out an issue where Fed or Allaince players use Imperial Cutters (which make the best fortifiers).
Also, please take into account that the above needs to be seen as part of a general rebalance of careers / roles (i.e. mining is not the sole fountain of money). Please refer to
DiabolusUrsus and others for detailed counterpoints.
Firstly, raise the base repair cost by x10, and maintenance by x5.
Repair costs are then based on:
Tier of ship- basic generic ships are massively inexpensive to repair. So workhorse freighters are cheap, but advanced vessels (like Corvette, Cutter) or luxury vessels like the FdL, Mamba or passenger ships need lots of high quality repairs that cost much more. As an example the FdL shipyard description mentions its higher grade materials and armour- that should be reflected in its repair price. This might give underused ships an edge- the T-7 might be almost free to repair while the Python is much more- not a huge benefit, but if price becomes more of a factor it will provide more considerations and complications.
Superpower- how is it Fed ships are repairable in Imperial stations (and Imp in Fed space) so easily? So, if a station you dock at is an opposing superpower your base repair cost is doubled. However, if you are docked at a station that aligns with your ship (i.e. Fed / Fed, Imp / Imp, Alliance , Alliance) the cost is halved. Neutral indie ports are unchanged. This then gives the BGS a bit of a role, allowing local politics to shape things.
Modules: A grade modules are much more expensive to fix than E grade- maybe x5 the cost. Engineering boosts and grade add cost (since you are adding even more complexity to fix).
Wanted ships and hot modules: can only be fixed if the station has a black market and is x2 the cost perhaps. This replaces the current C + P way and makes Powerplay bonuses and faction types actually mean something (naughty ships can't easily get repaired in Pranavs space who bans black markets, while its a snap in Archon Delaines territory which opens them). It also draws a clearer line between lawful space and areas where illegals can go (leading to a natural segregation during play).
Certain engineering should lead to the wear and tear being faster (i.e. the maintenance cost). Extreme lightweight builds, drag drives, nutty overcharged powerplants / certain FSD effects should all put more strain on the ship and wear quicker. But, clean drives, sturdy (double braced), armoured enhance reliability and efficiency. This would be a tradeoff of range/ speed etc v reliability.
If repairs are more expensive or difficult, it then gives the AMFU a much bigger role as it then provides a DIY way to repair most of your ship and keep costs down (since you can synth AMFU 'ammo'). An AMFU would be able to perform maintenance to keep integrity high, but you'd still need to drydock to repair a powerplant (making the base reliability more important).
Fuel:
(The ideas here are a bit more hazy since you have FSD and real-space engines, and that FSD tavel burns the most).
A to E grades also make things more expensive. Engineered drives should be analogous to the military drives from previous Elites: drag should cost more (much more) since it requires exotic tuning and balance out its overuse. But, clean drive fuel is incredibly cheap and its drives very reliable.
Base cost is increased by x5, with the same BGS faction / superpower considerations- i.e. Fed Imp or Alliance branded ships cost less to fuel in matching ports, while costing more in opposing places (either because they dislike your ship, or that it requires more complex / incompatible handling).
Other:
You are scanned more if your ship is of an enemy superpower- this is a bonus modifier on top of the paint wear / ship type 'conspicuousness' value. For example a Cutter docking in Sol would elicit more attention than a Corvette (which is almost common in the heart of Fed space). This would make generic ships lower profile in more places and that superpower manufacturer also plays a role in your choice.
Black market engineering: much lower cost, but half as reliable (i.e. wear is twice as fast, requires black market to buy / fix). Would making an 8A powerplant half the cost drive players to change the BGS more to make life easier in places? Some ports or areas might then naturally become proper hives of villainy, Tortuga style- as well as creating a 'shadow' network of outfitting and repair.
-----
Taken together it makes repairs scale to your ship, Imperial / Fed / Alliance ship in another superpowers territory more involving (as you then are subject to discrimination)- it also makes common ships with no allegiance (Krait, Asp, T series bar the T -10) blend in more and universally accepted (for smuggling). It also makes the AMFU more widely useful, and makes more risky engineering more of a problem while making 'rugged' blueprints have hidden (but logical) benefits.
EDIT: One additional clause: Powerplay pledges are exempt from maintenance fees in home territory. It gives a reason to pledge (and exposes them to risk for doing so) but fits since they are fighting a guerilla war. It also sorts out an issue where Fed or Allaince players use Imperial Cutters (which make the best fortifiers).
Also, please take into account that the above needs to be seen as part of a general rebalance of careers / roles (i.e. mining is not the sole fountain of money). Please refer to
DiabolusUrsus and others for detailed counterpoints.
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