Falcrack wrote:Here's another point to consider. They say that every ship in the game will require resources to construct. If that also includes the fluff window dressing ships, then that is a lot of resources being poured into making ships which are not pulling their weight and contributing back into the economy or to security.
Actually, it is often a problem that the games end up lacking sufficient resource sinks, especially in the late game, resulting in artificial ways to address that by having resources magically, spontaneously sunk from game, which in turn can cause imbalance thus necessitating magic spawning of resources and bad guys, too. When resources aren't sunk adequately (as happens in
Rebirth, for instance), the economy becomes saturated and opportunities for the player dry up - suddenly, ArmsTech manufacturing goes from lucrative to a big white elephant, as does much ShipTech (particularly Plasma Flow Regulators.) So in fact, by creating market demands, I would say what you cite here is actually a significant
advantage rather than the contrary, and thus a strong argument in favour of those ships' implementation...
ADDENDUM: In fact, using production of these so-called "fluff ships" to sink excess resources would be quite an elegant way for them to reflect on the prosperity of a region: If the economy engine or whatever identifies imminent market saturation, it burns off some resources by converting them to civilian ships and signage and what-not - the area ends up looking busier as a result, giving a visual indication of a thriving economy. Places where there is no surplus would end up looking emptier, more barren - think DeVries in the campaign, before scripted events turn its economy around, except that in that campaign that illusion is created regardless of whether the player decides to involve him/herself in developing the area, regardless of whether a single new station (PC- or NPC-owned) pops up.