Tue Apr 11, 2006 4:12 am by warzog
Equipment like scanners, tractor beams, shields, generators, and engines, that are in the Goods.ini's "ship packages" will affect the final pricing of any ship.
However...
I like to use a base price for each class of ship...
0 = 50000
1 = 60000
2 = 70000
3 = 90000
And a multiplier for the number of weapon's slots, and weapon levels.
Example:
3 weapons x 1000 = Additional 3000 to price
Maxium level 8 weapons = Additional 8000 to price
Torpedo slot = Additional 10000 to price
Cruise Disruptor = Additional 5000 to price (Very rare in my mods.)
If you make shields, sensors, generators, etcetera, buyable, you can remove them from the ship's package, which will lower the ship's final cost.
The player can/will have to, transfer the old ones to the new ship.
Edit:
Player feedback will also affect pricing.
Beta-testers will let you know if they think a ship is over/under-priced for what it does.
They'll also let you know if it's to easy/hard to get ahold of.
They'll also recommend what equipment should be on what ship(s).
So...
Unless you're recreating a game where things are a certain way, listen to them as much as you can, without destroying your vision of the mod.
Watch your 6!
Edited by - warzog on 4/11/2006 5:18:32 AM