I propose the following changes:
1. Convert missile and countermeasure pack recipes to ammunition templates.
A. These will act as a sort of prescription for missile reloads with a reload count determined by craft recipe. Recipes to include reload count 1, 5, 10 or 25 with scalable resource cost in line with current craft/ factory crate.
B. The template will have capped quantity for it's type, i.e. 15 for Proton III. The Quantity line of experimentation to be replaced by Cost Efficiency. Cost Efficiency to determine credit cost per reload.
An example would be a Proton III reload scaling from unexperimented cost of 5000 credits down to 2000 credits at maximum experimentation. This leaves room for quality and economy concerns with the shipwright and their customers.
C. Once loaded, these templates will behave exactly as a missile pack until replaced or maximum reload count has been reached.
2. Reloads to be purchased at ship management terminals or space stations.
Space gameplay, specifically stat grinding, generates a vast sum of credits with few mechanics that significantly destroy credits. The problem has been around since Live and threatens the long term viability of the game economy.
This proposal is intended to not only slow inflation, but to expand the possibilities of future credit sinks that may help the community and dev team maintain a healthy economy.
Shipwrights and spacers have minimal direct change in how production and consumption works. Allowing space station reloads would facilitate longer flight time for those who prefer the freedom of flight.
Inflation is a big concern for the in game economy. This will effectively remove credits from the economy and may be adjusted as necessary.