| Aquitaine |
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Or, one could just ask the question "Is this actually a problem in the first place?" One might then realize that this giant mess of confusion is *exactly what the abstracted BP system exists to avoid in the first place.*
Yes, of course. To attempt to address this issue is not a rejection of that design decision. It is, quite clearly, a very large thing to address, and rather than dedicate a clump of pages in an already thick core rulebook to a problem with a level of detail only some people will care about, I don't for a moment think that they should have done anything other than what they did.
Abstraction frees you up from having to worry about this stuff and gives you license to make your game about whatever you want it to be about.
But if you want economic "reality" to be a part of your game, then addressing this system with more specifics -- even a non-exhaustive approach that distinguishes for your players when they're flying around on something that costs a year's pay versus a hundred years' pay -- has its benefits. That is, after all, what homebrew is about. I don't agree with the OP in the sense that I hate the system they have. I just like to draw connections between, say, this particular corporation that the PCs have dealt with and the super-powerful gun mounted on the top of their ship. "Crap, your giga-cannon broke, and the only people who can fix it have a bounty on your heads from that time you stole that thing from them" is much more interesting to me than "welp, best go to Space Wal-Mart and buy Generic Part to fix up your ship."
But if your story is about other things entirely, Space Wal-Mart is a wonderful solution.
Back to how to actually address this:
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Since I'm working in Fantasy Grounds, the solution that is taking form is a compilation of all the major space-related corporations (using the Organisations extension for FG) along with the locations extension so we can tie organisations to places; and then extending the tables of 'generic parts' with manufacturer-specific versions that have prices (and any alterations one might find appropriate). This will be a lot of work but it has a lot of appeal:
- It doesn't interfere with the "rulebook items" in any way, so it won't mess up your bidness unless you care to use Aquitaine's Extendo-Item List With Credits
- It gives some of the corporations flavor by tying certain types of space parts to one or more specific entities -- this is especially nice IMO for power cores because I cannot keep straight wtf the book names mean so my eyes glaze over the name and I just look at the PCU output. Now I can have three different versions of "Arcus Heavy" with a naming scheme that tells me at a glance how it compares to "Nova Heavy" while also providing variations on BCU/cr efficiency for higher-grade / more expensive / military spec stuff.
- It provides a framework for PCs to hack together or jury rig their own parts, or even invent their own parts, while remaining consistent with upkeep or replacement cost w/r/t off-the-shelf items
What I'd like to do, and this may be months from now, is make an OGL-safe version of a module that has all this stuff, but if it relies on corporations from the core rulebook I'm not sure if that's kosher (even if it provides no detail on what those corporations are). But I'll cross that bridge when I get to it.