Cargo Ships Need Rework

Greetings FDEV and Commanders,

I've come this way to again point out the disparity in cargo ships to usefulness.

T6 - It is an excellent beginner cargo ship. This ship is excellent for smuggling. I wouldn't mind seeing slightly more jump range and an extra dedicated cargo slot.

T7 - This ship just gets slipped. By the time you have enough money to buy it you have close to enough money to buy the python (or as I did, grinded an extra day and bought the t9), which also has a higher jump range and better defense. When compared to the T9, there is just no reason to buy this guy. Increase the range by 5-10 light years and watch players enjoy it more. It is also dwarfed by its large pad and should be made to fit into a medium pad.

T9 - This thing just became obsolete. Y'all pretty much took the fixes the community recommended and just dumped it into the T10. The problem with the T9, is that as a dedicated cargo runner, it had lower jump range and cargo than the Anaconda (that beast has 50ly jump range AND can carry tons of cargo). Problem is with the T10 coming into play there is very little you can do to fix it without encroaching onto the t10.
Best bet is to give it 2 dedicated class 7 or 8 cargo racks.

T10 - It's fiiiiinnneeee 8-D
 
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The Type-6 is a medium pad ship. The Type-7 is a large pad ship that's dwarfed by the pad it can land on, apparently only because it's a bit too tall for the hangars of medium pads.
 
That's right. I got that mixed up. Thanks.

Fixed. Main point is I would love to see a slight rework on these guys.
 
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I would suggest to give each of these ships their own niche where it can shine. This way they always remain viable.

Let me give you an example:

T6: Supply ship for outposts due to being a medium pad ship. In this niche it can largely remain as it currently is.
T7: Turn this into a long-range trading vessel. By that I mean give it a massive boost to jump range (around Anaconda-levels or beyond) This way it can supply things like asteroid bases or serve other long-range cargo routes between large stations. It is bulky enough to resonably fit a much larger FSD than it currently does, potentially making a smaller volume of long-range cargo as profitable as a bulk-load of short-range cargo.
T9: This big boy would make for an excellent bulk hauler if given a proper edge in transportation over its more combat-oriented cousin the T10.
 
My thoughts on Cargo ships, there should two kinds of these.

* Bulk freighters, where they are trying to maximize cargo load, at the expense of jump range etc. These are bulky and should fill up most of the space on the landing pad. these should be the absolute kings at max cargo capacity. So I see that we could have one small, one medium and 2 large such ships.

* Long range freighters, these opt to have better jump range instead of cargo space. I essence a trimmed down version of the bulk version. and since their hull is narrower, shorter, etc, they hold less cargo, and can be fitted with a bigger FSD to get a descent jump range. And these ships should beat comparable multi role ships in cargo capacity, even if they have decent shields. So Medium ship should outperform the Python, and Large ships should outperform both the Anaconda (smaller if the two large) and Cutter (larger of the two large)


Of course should cargo ships still have weapons, and to keep costs down, they have less exotic material in their hull, making the heavier and extra tanky, but also alot cheaper! So they are cheap compared to the other more combat oriented ships. So they can take a beating, be cheap to repair. And they should move like whale, slow and all that, so turrented weapons should be preferred. And if they do not expect to submit to pirates, they should be able to hold out long enough for security to arrive, without weapons in high security, and with weapons in medium security system.

Giving these ships a distinct use case as the best cargo haulers for pure capacity. If you go to dangerous places, then use the Cutter, Anaconda, Python or any other ships that can be good multi purpose heavily armored cargo transports. That can fend of Pirates etc.

So pick a ship for the task. Do not take these to Anarchy systems without an escort.. or you will be robbed blind of everything...
 
I would suggest to give each of these ships their own niche where it can shine. This way they always remain viable.

Let me give you an example:

T6: Supply ship for outposts due to being a medium pad ship. In this niche it can largely remain as it currently is.
T7: Turn this into a long-range trading vessel. By that I mean give it a massive boost to jump range (around Anaconda-levels or beyond) This way it can supply things like asteroid bases or serve other long-range cargo routes between large stations. It is bulky enough to resonably fit a much larger FSD than it currently does, potentially making a smaller volume of long-range cargo as profitable as a bulk-load of short-range cargo.
T9: This big boy would make for an excellent bulk hauler if given a proper edge in transportation over its more combat-oriented cousin the T10.

Good thinking. The T10 could basically be a bulk carrier for hostile/low sec areas of the bubble. Expensive, but your cargo will get there
 
I prefer to use my T7 as a miner, more limpets, more mining lasers, compared to T6.
So in my mind T7 has a use.
I use my T6 to transport passengers. No problem doing that with 30 ly jumprange and a big fuel scoop.

Trading I don't see the point of, very little money but maybe I just haven't looked deep enough.
 
Know what I'm surprised no one has suggested? Trying to turn some of the bulkier ships into dedicated mining vessels. Sleeker cargo ships should be good for long range trading, but some bulkier vessels could come with dedicated mining lasers or refinery bins or the like to help specialize them for rock bustin'. Which ships? Eh, I dunno. Frontier needs to better utilize the features they've got to distinguish their ships' functions from one another. The type 10 just obsoleted the type-9 because anyone who wants a ship that big can easily make enough money to skip the space cow and go straight for the big 10. They really should be adding unique features and/or dedicated modules to some of the specialty ships; as it is, they're not exactly special.
 
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