I played Elite back in the MSDOS days. It was a "space trading sim." Elite Dangerous is a little bit broken as a trading sim for one glaringly obvious problem. All the cargo ships suck. You know it, I know it, FDev knows it. Only a masochist would use a Type-X for very long, not when there are faster, better armed, more maneuverable options with more cargo space.
But here's the problem, FDev isn't going to give us more internal slots for these types, this kind of fix will never happen since FDev takes into account internal layout when designing ships (foreseeing space legs eventually I guess).
Here is a simple fix:
Cargo role ships (Type-6, -7, -9, maybe Keelback) should get a significant boost to hull hardness. This is a hidden stat that determines how effective weapons piercing ability needs to be to deal full damage to the ship. Think about it realistically, what would the two criteria for a cargo runner be? Cargo space, and safety. A merchant would be willing to fly a heavy brick... If it has good armor to compensate for minimal hard points, lack of maneuvering, power issues, etc.
- Secondly, I suggest that trader type ships should get an increased jump distance, but at the cost of a much slower (three times slower or more, maybe) FSD chargeup. This keeps all the exploration specific ships useful for long voyages, but makes cargo ships a bit more vulnerable when jumping to offset their armor hardness buff. Again this makes logical sense, a trading ship should realistically have a very good range.
FDev, I believe these tweaks will be easily implemented vs. alternative methods of making traders more useful, without completely unbalancing the game.
But here's the problem, FDev isn't going to give us more internal slots for these types, this kind of fix will never happen since FDev takes into account internal layout when designing ships (foreseeing space legs eventually I guess).
Here is a simple fix:
Cargo role ships (Type-6, -7, -9, maybe Keelback) should get a significant boost to hull hardness. This is a hidden stat that determines how effective weapons piercing ability needs to be to deal full damage to the ship. Think about it realistically, what would the two criteria for a cargo runner be? Cargo space, and safety. A merchant would be willing to fly a heavy brick... If it has good armor to compensate for minimal hard points, lack of maneuvering, power issues, etc.
- Secondly, I suggest that trader type ships should get an increased jump distance, but at the cost of a much slower (three times slower or more, maybe) FSD chargeup. This keeps all the exploration specific ships useful for long voyages, but makes cargo ships a bit more vulnerable when jumping to offset their armor hardness buff. Again this makes logical sense, a trading ship should realistically have a very good range.
FDev, I believe these tweaks will be easily implemented vs. alternative methods of making traders more useful, without completely unbalancing the game.