Small ships burn less fuel when using injectors:
- Adder: -40%
- Moray: -24%
- Cobra MK1: -10%
- Fer De Lance: -10%
Those ships have a small cargo bay so they are better used for contracts or bounty hunting than for trading or mining. An improved burning rate means that the player can be more confident when jumping to an unsafe system, because injectors are the main mean to escape dangerous situations (for instance turning a 1vs5 versus a 1vs2 by hitting the injectors and dealing with the enemies that could follow). It also allows to escape masslocks by injecting more often, or to take over other ships near stations and dock earlier, hence saving a few minutes here and there which can make a difference for long contracts. It's also useful together with my other OXP that modifies the behavior of missiles
because one needs to hit injectors more often in order to avoid missiles.
The Moray Medical Boat can be fitted with a cargo bay extension, which is almost like changing the category of the ship. In my eyes, cargo bay extensions are an abomination, they should not exist. Variants with a bit more cargo space in exchange for something else are OK, but finding 20TC out of the blue is pure fantasy. The Moray Medical isn't the worst offender in this regard as it doesn't have 4 laser mounts like the standard Moray. Still, I'll probably come back later to deal with those magic cargo bay extensions and remove the fuel burning rate advantage for the Moray Medical.
Also sets the player Cobra Mk3 max speed to 300 (like NPCs).
I'm not sure why the player Cobra has 350. Is it for masslocks, is it to give the player an advantage for the early game? Anyway, the speed difference is hard to justify and the original problem can certainly be solved more elegantly (masslocks -> variable masslocks for instance, early game -> less visible advantages like better shield regen rate or less laser heating...).
To each his own. I have no problem with the idea of cargo bay extensions. Cutting the speed of the player's main ship by 14% seems to me to be a massive game balance change, not just in the early game (where before you get injectors and an ECM, you're pretty much already dead in almost any dogfight except against the most anemic of adversaries) -- no thanks...