The Fabrications module would house equipment necessary for maintaining life support and other necessary equipment. It's in-game purpose would be to convert the upkeep cost of the carrier into demand for Commodities. For simplicity I'd set the list of commodities and the associated demand based on the modules a carrier had equipped, but the list could be somewhat variable to inject some dynamism. At the end of each weekly cycle, the Fabrications Module would consume some tonnage of commodities held in the carrier's cargo hold in place of the normal CR charge for upkeep. The Fabrications Module would consume stolen cargo before "clean" cargo. If the carrier lacked the appropriate commodities for any given module, that module's upkeep in Credits would be charged as normal.
Example:
Refuel (Advanced Maintenance) - upkeep 1,500,000 CR
Possible Commodity:
Hydrogen Fuel - 50 Tons
To the carrier owner, Hydrogen Fuel would be worth 30,000 CR per ton of Hydrogen per week (Upkeep/Required Tonnage). The Carrier Owner could then place a Buy Order in his Commodities Market or Secure Warehouse based on that 30,000 CR value. You could easily tune the cost by fiddling with the Commodity list and the number of tons required.
Some of the relationships aren't very realistic: 50 Tons of Hydrogen Fuel feels low for providing refueling services for a week. Likewise a profit margin of over 30,000% per ton for the hauler is a bit crazy, but ultimately those are reflections of a lack of realism in the game's economic model. The goal should be to have a Commodity (or Commodities) rationally tied to the appropriate module, and a tonnage requirement low enough such that freighting make economic sense.
If the list of commodities needed included both a minable and non-minable option, it would give Explorers another way to fund the operation of a carrier during deep-space exploration. The use of "stolen" cargo gives another option for the Piracy Game-Loop. Creating a demand point at the carrier also creates more trade options for Haulers.
Example:
Refuel (Advanced Maintenance) - upkeep 1,500,000 CR
Possible Commodity:
Hydrogen Fuel - 50 Tons
To the carrier owner, Hydrogen Fuel would be worth 30,000 CR per ton of Hydrogen per week (Upkeep/Required Tonnage). The Carrier Owner could then place a Buy Order in his Commodities Market or Secure Warehouse based on that 30,000 CR value. You could easily tune the cost by fiddling with the Commodity list and the number of tons required.
Some of the relationships aren't very realistic: 50 Tons of Hydrogen Fuel feels low for providing refueling services for a week. Likewise a profit margin of over 30,000% per ton for the hauler is a bit crazy, but ultimately those are reflections of a lack of realism in the game's economic model. The goal should be to have a Commodity (or Commodities) rationally tied to the appropriate module, and a tonnage requirement low enough such that freighting make economic sense.
If the list of commodities needed included both a minable and non-minable option, it would give Explorers another way to fund the operation of a carrier during deep-space exploration. The use of "stolen" cargo gives another option for the Piracy Game-Loop. Creating a demand point at the carrier also creates more trade options for Haulers.