The standard scale shows a level 1 weapon at 650 credits, doubling each level. But most weapons currently start at around 250-300 credits (doubling each level).

Unfortunately, some weapons are following the standard scale, and thus don't match. For example, a level 2 Valjor 50 is 1,300 credits (which follows scale) but a level 2 dual laser cannon is only 750.

We probably need to redo the standard scale to match the actual prices, and adjust prices to match the new scale. In general, prices should follow these guidelines:

  • The scale price is for a standard weapon of the given level.
  • Weaker weapons should be 10% cheaper, depending on relative power, but no more than 25% cheaper.
  • Stronger weapons should be 20% more expensive, up to 50% more expensive.
  • Rarity should be determined by the number and nature of any special abilities. For example, weapons with a single special ability (dual, omni, ammo, momentum, etc.) should be uncommon. Weapons with multiple abilities or exceptional abilities should be rare. Note that rarity is orthogonal to prices. Just because a weapon is rare doesn't mean that it should cost more, if it is equivalent in power to a common weapon. But it is also true that rare weapons are often more powerful.
watch tv, do nothing on 1/25/2016 4:56 AM:

I think the sky should be the limit for pricing above the curve, even up to 250-500% more expensive. It's fine to have a few credit-sink vanity weapons at medium TLS that don't make sense strictly from a cost/benefit ratio, in case players come into a windfall at any given point in their adventure and want to splurge but don't have access to the high-end reactors, appropriate installation stations, etc. needed for high-end gear.

arkheias on 1/25/2016 9:53 PM:

The problem with that is that those highly expensive weapons would still spawn randomly and then suddenly the player has 100,000 credits before leaving Eridani. It makes the game about as fun as if you were using Cheat Engine.

watch tv, do nothing on 1/26/2016 4:55 PM:

It would be nice if there were an xml option to optionally define a item's value for resale (before station adjustment); if a value is defined for an item, it would override the item's intrinsic value for player resale. That would allow specific items within already defined price categories (weapon, luxury good, etc.) to have high sales price everywhere but poor resale value.

george moromisato on 2/6/2016 8:47 PM:

Fixed in 1.7 Alpha 1 (at least for vanilla + Corporate Command). I need to do a separate pass for Eternity Port.