This. The game is really balanced with engineering in mind. If we didn't progress rather fast toward the point were we have ship we consider keeping (Python, Krait, Asp for exploration,...) then it would be a double whammy grind, as you'd have to engineer your ship AND grind for credit. You don't need to have a ship you can keep, but simply a module on it that are transferable, for example the FSD on an Asp can be used on a Krait, so you can engineer it, and it doesn't feel wasted.Base price of ships are not important op. By the time you hit full A rated price will be most likely x10 times if not more...and even with fully A rated ships engineers made them absolutely terrible compared to what engendered ships are.... so that brings our to your original concern back... 100 million ships is still as trash as 1 mill ship without proper engineering and that’s why this credit rain does not matter tbfh
I know I googled hard why my shield, a max size A, on my crusader would go down as fast as it did. I simply didn't understand, it was the best shield possible available to me after all. CZ ships are fully engineered. Pirates ship in mission/res have engineering to.
Eventually, I learned that engineering is not a endgame thing, as I thought it was. This is counter intuitive, most engineering/enchanting, or whatever you call it, in videogames are meant as a way to progress once your gear is maxxed out.
If the game was not balanced with engineering in mind, I wouldn't mind a slower progression. But as it is, it would be terrible.