Question
I enjoy salvage mission, but if a mission running hip isn't supposed to have weapons, how do I do the salvaged that have npc
Quickly
If by "salvage" you mean missions like "retrieve 5 black boxes" or whatever, then they're entirely possible without firing a single shot (on your side, that is). In fact, I found it impossible to complete the missions (in a single signal source) once I start shooting back - by the time I kill all the NPCs, I've lost the signal from the black boxes and couldn't find them again (yeah, space is big...).
So, my main ingredient here is: be fast.
If you're not extremely good at manual scooping, get yourself one (or several) collector limpet controller (and some limpets) and use targeted mode for the limpets. In targeted mode, the limpets fly faster and don't waste precious time in picking up other debris, and with a dedicated collector controller (as opposed to one of the general purpose controllers that also can collect) the limpets also fly faster. Then target your mission cargo, fire off a limpet, target the next one, fire off the next limpet... It will take a few seconds for the enemy NPCs to pop in, and a few more seconds for them to start firing. By the time they start shooting, you can have all your mission cargo safely on board.
If not, run (and take the attack on your shields). Of course, that implies that your ship is either big enough (yeah, Cutter again...) or fast enough to get out of mass lock range of the attackers before your shields break down.
If you haven't collected all required mission targets, a new mision signal source will pop up a few seconds later and lets you continue. That repeats until you have all the required mission cargo on board. Also useful if you (or one of the NPCs) blow up one of your mission targets...
The only occasions when you actually need weapons on a mission runner are (obviously) when the mission requires to attack something - like disable a turret, discretely shut down a ground base's power station, kill a terrorist/pirate/freedom fighter/venerable general/unsuspecting civilian or liberate hostages/cargo/politicians.
My general mission runner (this also somewhat answers your question from another thread) is a Krait Mk.II - with guns, shields and an SLF. But for those retrieval missions, I only use the shields and the collector controller. The guns are for high risk transport missions - I can make more money from the bounties on the pirate Anacondas than from the mission itself. At least if those pirates manage to show up. For other mission types, I use other dedicated ships:
- ground base invasion (scans, generator destruction, that kind of stuff) are handled with a shieldless Viper Mk.III. If you ever fought in a combat zone, yuo'll know why. Those Mk.III's are near impossible to hit and, if properly oputfitted with hull and module reinforcements, can take quite a beating.
- priacy missions (i.e. "liberate" whatever) get a cold running (again shieldless - shields are useless when you use silent running as a tactic) DBX with a few guns, hatch breaker and collector limpets.
As for the builds:
The Viper Mk.III
Chihuahua. The only modules that are not engineered are the fuel scoop and the fuel tank. Everything else is tuned to a balance between speed and survivability:
Core:
Bulkheads: lightweight alloy (the default module) with thermal resistance and deep plating. Usually, you'd go for heavy duty - but for some reason I can't remember, I put the thermal resistance on the bulkheads and take care of the base strength through three heavy duty hull reinforcements.
Powerplant: 2A, reinforced (for strength and power) and stripped down (for weight). Smallest power plant that can supply this build - at least when I switch off the cargo hatch
Thrusters: enhanced performance. The real reason for small ships. Add dirty drives on top, with drive distributors in this case (the Viper is somewhat on the heavy side). That means that this build won't reach the absolute Viper top speed (in excess of 900 m/s IIRC), but, unlike a racing Viper, can survive an unscheduled lithobreaking event.
Life support: just as lightweight as possible. I don't plan on hanging around for long, especially not when I'm being shot at, so the 7.5 minutes I get from a D rated life support are enough
Power distributor: usually, you'd use an A-rated PD. However, in this case, the next size up D-rated PD gives the same performance at a lower weight.
Sensors: I don't really need them, so use the lightest option I can get away with. Good enough to resolve (and target) a base power plant from just outside the exclusion zone.
Fuel tank: also downsized. Good enough for two jumps, so I don't need to lug around unnecessary fuel.
Optionals:
Fuel scoop: doesn't weigh anything, so I use the largest I can get away with.
Everything else: protection. Three heavy duty for the base strength, one kinetic and one explosive to balance restistances. Smallest size again to save weight.
Weapons:
Nothing expresses the discrete message that you annoyed someone as well as a volley of packhounds converging on your power plant. Your ground defenses will usually take out one or two missiles from a regular launcher, but a volley of packhounds? Just cover your ears and come back out again once the dust has settled.
The cytoscramblers are basically just there because I got them in stock - I try not to tangle with other ships when flying this one.
Utility:
A PD turret - since NPCs inevitably happen to be armed with missiles if you fly a shieldless ship. Yes, this ship can outrun a missile. But the PD still makes it even harder for them to hit you with one.
A chaff launcher. Don't know if it helps, but I still want to believe that it somewhat confuses the ground defense cannon when I (again) tripped the alarm while scanning a private datapoint.
The main reason for building this ship were these "scan an enemy datapoint on a planetary base" misions. If you're allied with the mission giving factions, each of those can net between 500k and 1 MCr.. Stack three or four of them and don't forget to pay a visit to the nearest Interstellar Factor on your way back.
The Diamondback Explorer
Cold Ethyl. Built like a tank.
Core:
Your basic A-Rated and engineered loadout. Just notice that this doesn't show any engineering on the PD - no idea why, the PD is engineered. Maybe I ran out of mats when storing this build. However, in this case, the power plant is engineered for low emissions (and monstered, to get a bit of power back). The DBX itself is already cool running, with the low emissions PP it becomes a ghost.
Optionals:
again, no shields. Since they get turned off as soon ayou switch to silent running, I don't need them here. Dedicated colelctor and hatch breaker controllers, a small cargo rack and a FSD interdictor (for those cases when my target doesn't have the politeness to wait in a signal source). Otherwise again protection, but in this case geared towards tankiness. Adds some weight, though.
Weapons:
unlike with the Viper, these aren't engineered for weight. Instead, I got a big efficient thermal vent laser. Efficient so it fits in my power budget, and thermal vent cools me down even more. A long range railgun - no running away from me, pal. And a force shell cannon just for the fun of it. If all goes well, I usually don't need any of these.
Utility:
The manifest scanner - I want to know what my target is carrying
Two PD turrets, since some of those lovechilds are actually carrying hatch breaker limpets themselves.
And a heat sink launcher - if all else fails, this will definitely break their target lock and make me invisible again (until I start shooting again, at least)
You don't need a genius to realize that this build has only one purpose, and that isn't exactly lawful...