ah, hello my little friends. i would like to weight in on this topic.
i've spent a fair deal in a type6 doing rare trade runs between the 2 arguably most known clusters.
- weapons are completely obsolete in both the type 6 & 7. you won't be able to put up much of a fight against any semi decently skilled pilot in a ship that's somewhat kitted for combat. i reckon you could make yourself less of a target and put up more of a fight in a fitted type 9, but obviously at the costly expense of jumprange.
- standard shields are nigh useless against anyone with decent weapons or weapon slots. the pirate'll blow you to to smithereens before you can even power up your FSD, and if not, the combined heat from the fsd charging and your own booster spam from trying to get the hell out will probably be just enough to send you over the edge anyway. STILL, you will want to keep standard shields, because it's surprisingly frustrating to lose a full cargohold of goods to a mistimed boost leading a collision.
- fuelscoop in my books is a waste of time, refueling is fairly cheap until you upgrade to an Asp at which point maintenance costs will skyrocket. plus, you really do not want to give player pirates that extra time to catch onto a big fat freighter idling while loaded by the 100s.
- player pirates ARE a problem in open play. despite that i've done open play, i enjoy the risk and challenge that comes with it, and i personally am not supportive of isolating yourself from common risks at your own convenience. similarly to how i frown upon players in dayz who spend 90% of their time on empty servers until their fully geared, and only mix with other players when they feel they're in an advantageous position.
onward. you're definitely likely to get interdicted in type 6s - 9s. easy target, mostly no weapons and no maneuverability. evading player-interdictions is very difficult in these freighters, rather than that, submit early and you should be able to power up your FSD within 10 seconds instead of 30. i managed to boost away from one player interdiction (with 6% hull left) and got hacked really fast in 2 others in which i foolishly, despite being hailed, took my chances rather than giving up a couple of tons of cargo. other times i simply jumped out of supercruise before a player could line me up to interdict and mingled for a while in open space with all systems off line. which means that even if they do jump in on your wake, they'll have a very hard time to locate you once they made it in, and will more than likely jump out straight away 9/10 times.
- personally i've found that rare runs pay out the best, until you've gone up to the type 7 and found a system in which a short 1-3 jumps lead you back and forth at max cargo capacity at 1+k per cargo slot. which by the way, aren't plagued as much by player pirates. those mostly hang around at the most popular spots, aka systems in a cluster offering rares.
- as for smuggling...i believe you're better off doing regular trades. for one; i find you'll have a hard time sneaking past security in a bigger type freighter, even in the type 6, and if you go silent mode, you'll just have to hit one unlucky bump on the way in and that's it. two; rare trades are DEFINITELY more profitable to begin with, so the risk isn't even worth it unless you would compensate with a ship that's sort of dedicated to smuggling, probably a cobra or asp and realize that in terms of moneymaking, it comes second to regular trading in just about every aspect.
- in terms of ship fitting, jumprange and cargo before just about any and everything (EXCEPT THE STANDARD SHIELD). literally, nothing else matters with the type 6-9. you'll greatly appreciate it while doing rare commodity runs.
- personally, i just switched to an Asp, invested an extra 15mil and fitted it to hold 88 tons of cargo, with solid hardpoints, shields and shield cell banks, AND an A2 fuelscoop cause <snip> paying 10s of 1000s of credits for fuel after every so and so jump. i compromised, and i'm more comfortable with slightly favoring solid combat efficiency over max jumprange at this point. it's perfectly capable of smuggling, outrunning and fighting and more often than not, i just barely max out my cargo hold on rare commodity runs because i can't be asked to stick around for 12 minutes hoping for a good respawn. i max out at about 1-3 mil per lap, which i'm perfectly fine with.
- cmd SantoII, commonly referred to as "slave master" and "hahaha no hardpoint and shield having type6 jettison 20 cargo now ok" o7
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