* bailing system in place
	- a loadout defines a min and max courage
	- a value is picked between there randomly
	- a ship that bails outside of the player's current system is removed from the game
	- anything without a defined courage has a courage of 1 which will never bail
	- bailing causes standing loss if the player was the last to fire at the ship.

* TODO: implement a system to claim bailed ships