Yeah, I'm still not done with it…I have some ideas for tables (trade goods, ship components, weapons) that will go in there, I have quite a bit more to do. What is up so far is just the verbose descriptions. I figure, tables are easy to put together once I have everything already written out, so they will probably come last.
You're right that one U is a cargo unit, and I didn't really make that very clear. If you look at the general description under the Cargo Hold bullet point, it says, "The smallest one-man freighters may only hold one unit (U) of cargo, while huge transport ships often hold thousands or tens of thousands of units of cargo," which probably isn't enough to make it clear. I will need to do an abbreviation key somewhere including FTL, STL, U, P, C (for Credits not Crush damage), etc.
The main reason I changed Bullet to Pierce is so none of the damage types started with the same letter, so that when I do a table I can just list the damage type as B, C, P, or S. My counter-argument to a sword being both pierce and slash is that (in the context of the game) "piercing" damage is done by a relatively blunt object traveling at high velocity, while "slash" damage is done by a relatively sharp object traveling at low velocity. Damage done by stabbing someone with a knife or sword isn't done primarily because of the weapon's velocity, it is done because of the sharpness of the blade and therefore it is, for damage type purposes, the same as slashing. To illustrate this, imagine taking a sharp knife and stabbing yourself in the arm. Invariably, the sharp surface cuts into your flesh with relatively little velocity (kinetic energy) required. Conversely, if you replace the blade of said knife with a bullet and stab yourself with it…well, you might get a bruise!
As far as what pierces that isn't a bullet, well, yeah, not much if you consider any high velocity projectile a bullet; though I was thinking the S in "Slash" was both "Slash" and "Stab".
Alternative damage types could be:
Fire, Bullet, Crush, Slash
Burn, Projectile, Crush, Slash
Concerning story, it is still developing but there is definitely an overarching storyline, which without giving too much away involves the Marit Authority trying to make the case that they deserve seats on the Galactic Council. That isn't the whole metaplot, but at the beginning of the game it is the only apparent one. Such things are of course far from the day-to-day concerns of petty traders and pirates, but the day-to-day activities of petty traders and pirates will have an effect on how that storyline plays out. The party will be completely free to work for or against the interests of the Marit Authority, the Galactic Council, and the other races. So no matter what the party does, they're going to be making someone in the galaxy angry, and they will ultimately be either helping or hurting the Marit Authority in their attempts to get council representation. The question of whether getting council representation is a good thing or a bad thing, and who it might be good and bad for, well, that's another story…
In any case, I intend for there to be solid choices and direction, but I want the choices to be hard, and I want the direction to be guided by the players, not the plot. There will, hopefully, always be several compelling options to choose from that will force the party to make moral choices and weigh those choices against how it will effect their Rep and their standings with the various factions in the game. This is illustrated a bit under Rep (Characters->Stats): "You earn 'positive Rep' for doing jobs for the establishment such as the Marit Authority, Galactic Council, etc., and 'negative Rep' for doing underground jobs for Fixers, crime lords, and so on – regardless of the relative morality of the job itself. For example, if a Fixer asks you to steal a shipment of medicine heading toward a corrupt politician's estate and deliver it to a desperate, plague-embattled colony, that's negative Rep. If a corrupt politician asks you to steal a shipment of medicine heading toward a desperate, plague-embattled colony, that's positive Rep." Of course, not all positive-Rep jobs will be ethically questionable. Just depends on who you're working for. And of course outside of Rep, I will be keeping track of the party's standing with every faction in the game in secret.
It will be a balancing act between making somewhat serious moral choices and keeping the atmosphere light, fun, and action-packed. I want to make the players feel emotions about the decisions they make in the game, but I don't want to bog the pace and atmosphere down with a lot of heavy stuff. Looking forward to seeing how it plays out.
Finally, regarding shipbuilding, there's not much point in hitting that up yet. Who said you were starting the game with a ship? :D