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However, by using TC for drives there is another way to stop small ships from getting an über-drive.
I try to move away from this approach, because it means that the more TC a ship has, the better it is: more equipment (even without counting OXP equipments that balance the advantage they provide with a TC disadvantage, there's pax berths in the core game), and/or more benefits from trading.
An other way to make small ships more interesting would be to reduce their injector fuel burning rate. Contrary to my first proposal it is (easily) OXP-able, but I believe it has a less "specializing" effect: the better fuel injectors can be used offensively and defensively and has little effect on the ability to execute contract runs - partly because the time spent in the wormholes dominates the time spent on the lane. Maybe dividing the jump times by e.g. 10 for everyone would allow both fuel injectors and ship base speed to play a more significant role in contract runs?