Does trading with No shields actually make sense?

Guess it all depends on the situation you are trading in.

If it's a safe area, with low numbers of pirates, which you deal with at nav points with a fighting ship, then you can probably get away with no shields or protection and cheapest hull for type 6 or 7.

Also short distances to the station from star, and limiting the number of jumps reduces time spent, maximising profits so that it is affordable to pay insurance and replace your cargo lost. Why can't we buy insurance for our cargo?

Most amount of damage suffered on my new Type 7 without shields, was when some upstart in a Vulture appeared out of nowhere inside the letterbox dock, smacking me in the nose and bringing my tin foil hull down to less than 50%, that was 6500CR.

Most amount of damage to the Type 6 was total destruction, after ramming into a solar panel boom. This lost me 700,000CR insurance and cargo, or about 45 mins of grinding.

Despite these losses, I still prefer to fly transports with only cargo upgrades and jump engines as required, but may consider upgrading to Python if trading in some far off land.
 
A commander running without shields and dying is what's know as natural selection!

Some reasons it's not smart to fly without shields:
- You can damage your ship badly with just a hard landing when you don't have shields. It used to be more costly than it is now.
- If you run into anything at any decent speed you're toast.
- If you get interdicted, the pirates can use a hatch breaker and take your cargo without firing a shot.
- more reasons I'm not thinking of at the moment.
 
Last edited:
You can damage you ship with just a hard landing when you don't have shields.

That's not even counting the other reasons it's bad to fly without shields such as:
- If you run into anything at any decent speed you're toast.
- If you get interdicted, the pirates can use a hatch breaker and take your cargo without firing a shot.
- more reasons I'm not thinking of at the moment.

A commander running without shields and dying is what's know as natural selection!

Well I was asking due to my shield not lasting long enough for the shield cell to pop so I figure if I have been interdicted I have already lost.
Hence I flew without shield for a while at the Khaka CG
Landing and damaging myself wasn't really an issue, I guess I just take my time.

But at the moment I have gotten ride of the Type 7 and back to the Adder for exploring and the Sidewinder for being a Go-for
 
The Adder was my second ship. I loved that thing! I think my favorite ships in order of how you can afford them are Adder, Asp and Python. I haven't tried the Vulture and Fer de Lance yet, but I bet I'll put one of the other in my favorites when I do.
 
I don't run with shields trading once I'm comfortable with my ship. But, at the beginning the amount I'd spend on repainting and ship integrity repairs was seriously eating into profits.

So glad with lowest A rated shields you can find at first, then take em off with time.
 
Trading shieldless in Solo or PvE groups not only makes sense but is optimal. Especially after they nerfed repair costs on expensive ships.
 
Last edited:
Put the lowest A rated shield size you can on your ship. Fill all your utility mounts with A rated shield boosters.

Here is a good T7 for trading and also being able to run out of a fight.

http://www.edshipyard.com/#/L=60X,mpW0_g0_g0_g0_g,2-6Q8S7_6u5K5K8I,0AA0AA08c08c0727RA03w03w

[Type-7 Transport]
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster


BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 5D Thrusters
FH: 5A Frame Shift Drive
EC: 4D Life Support
PC: 3D Power Distributor
SS: 3D Sensors
FS: 5C Fuel Tank (Capacity: 32)


6: 6E Cargo Rack (Capacity: 64)
6: 6E Cargo Rack (Capacity: 64)
5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4A Shield Generator
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)
---
Shield: 225.13 MJ
Power : 14.93 MW retracted (96%)
14.93 MW deployed (96%)
15.60 MW available
Cargo : 216 T
Fuel : 32 T
Mass : 485.0 T empty
733.0 T full
Range : 23.82 LY unladen
16.80 LY laden
Price : 27,654,194 CR
Re-Buy: 1,382,710 CR @ 95% insurance

Always submit to interdiction as the FSD cooldown is minimal. The moment you are in space put 3 pips to sys and 3 pips to eng and then engage FSD and boost boost boost to get out of their sight while it loads.

My loadout was similar except that I used an A-rated thrusters, A-rated distributor and needed only a single shield booster. The distributor affects how fast your shields recharge when you're boosting away from an NPC. The better thrusters meant that I was more successful at navigating the letterbox so I my shields took less of a beating. I commonly got interdicted but they never drained my shields. I used 4 pips to engines and 2 to sys always - never changed. This gave me the power to boost frequently, the power to keep my shields up, and the maneuverability for docking (didn't need docking computer). My jump range was 16.7 to 23.5 LY.
 
Last edited:
Back
Top Bottom