From a game design angle, controlling the pricing more separately from the chassis parameters allows easier changes to the values at a strategic level to reflect the changing situation on the ground, despite there not being any ground in space. A harder value system tied more closely to the ship mechanics would be less accepting of the latest changes in pricing, which again have much less to do with the "actual" value of the ships and more to do with letting pew-gaming actually have some lovin.
I should be clear at this point that I do not have an issue with the price certain ships have been dropped down to.
The point I was raising was the value should be based on a hard calculation that makes it fair across the board.
The 'loving' the combat players feel they are getting is going to be offset when they realise they still have to fork out a small fortune for decent weapons, powerplants, shields, etc... to make their ship perform as well as they want it to.
The only advantage I can see is that some players will get to improve their ship as they use it, rather than feeling a need to accumulate enough credits so they can upgrade to A rating as soon as they get it.
To be clear I wouldn't drop 19 million on a ship and take it out with stock modules... I still wouldn't at 5 million, but the 14 million I'd saved is going to go a long way to putting those modules upto A rating
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