Switeck's Shipping OXP

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Revision as of 10:47, 8 July 2010 by JazHaz (talk | contribs) (created page)
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Overview

Barely more than a little rebalancing of ships! Pirate ships are now slightly more likely to have extra equipment such as ECM and Escape Pods. Any ship that carries more than 1 missile now has a 8-15 second delay between firing each missile to prevent making it easy to ECM once and kill most/all their missiles. Adders, Boas, and Boa 2's can now be pirates! (Boa and Boa 2 pirates are very rare.)


Savegames

2 starting savegames are added -- basically Medium and HARD settings for Oolite. One is a Cobra mark-1, the Medium difficulty. The other is an Adder, the HARD difficulty! Both only have 100 Credits to spare.


Economy Changes

Minerals will no longer be as plentiful at main stations, at least at high tech industrial worlds...which consumes them. Alien Items (Thargons) will always be about 40-60 credits in value, since you can't buy them anywhere and destroying them would give you at least 50 credits and 1 kill towards Elite status anyway.

Rock Hermits have MUCH lower prices on average for Radioactives, Minerals, Gold, Platinum, Gem-Stones. (basically unchanged!) Rock Hermits have slightly lower prices on average for Computers, Alloys, Furs, Alien Items. (I increased most of those to close to main station prices)

Rock Hermits have slightly HIGHER prices on average for Food, Liquor/Wines, Machinery, and Firearms (to defend against docking pirates). Selling these items to the Rock Hermit may only make a tiny bit more money than the main station.

Since Rock Hermits only have Radioactives, Alloys, Minerals, Gold, Platinum, Gem-Stones for sale...There is some profit from reselling them at the main station, but not really any more than the original Rock Hermits already gave because I intentionally kept quantities for sale low.


Download Link

Switeck's Mod OXP v0.1 on Mediafire.