S'lil blips like that, that make me go, "Wait, what?" I knew that the skills rose with renown, but not that there were precise levels; how much is randomized? Is it a flat X renown = X rank or does available XP rise with renown and allocates accordingly? Are stats affected? Should... should probably ask those questions somewhere else. Eh.
I see more numbers! Awesome. Some things seem a little odd to me, though... it's one of those things that I know are anecdotal compared to empirical, but the vulcan killing slower than the railgun just seems to fly in th'face of experience for me; which is telling (to me), 'cause my current character has both on the same machine. Is it possible (well, I guess I should try setting up and compiling th'thing myself... *funeral dirge*) to set up a run based on average player stats @ 50 (My char's not even at that, yet, but at least has piloting 10... which I really need to improve, apparently...)? Is... is there a way to actually find out what an average player's stat/skill spread is, at 50 renown? Still! Statistical test a-gogo! I don't even like rigorous testing, but it's a darn sure better measuring stick than silly human eyes an'brains, heh.
/aside/ I could see some freaky battle-calculation functionality added to the maain game via the data that program produces, though it'd take a silly level of effort (or CPU cycles) to implement. "Scanning... target has RG-8: Simulations show you have <Four rounds/X timeunits> to live. Target has VC-5: Simulations show you have <Seven rounds> to live. Target has <ERROR: FIREWORKS SPECTACULAR>: <ERROR: Everything's on fire, Jim.>. Target has <ERROR: INK RIFLE>: <ERROR: OHGODI'MBLIND>."
I guess the question of at what point players feel 'safe' to continue is a bit of a different discussion... balance in complicated (i.e. asymmetrical... I think.) systems is always mind-boggling to me. Kudos for having it as stable as it is!