Personally, I like the designs of some of the vanilla freighters... but they just arent effective here in disco. Not enough cargo, not enough shielding, not enough firepower.
So... how about we re-use the models for some mk2 freighters? Improve the stats, reduce the manuverability a little bit, they'd be like varied versions of the armored transport without as much firepower.
The idea would be to let the new versions only equip level 6 freighter shields (24,000 strength), so they'd need to be restricted to a max of 495 cargo space - but boost the armor up to anywhere from 20,000-30,000 (high end bomber level) and give them level 5 turrets and level 9 guns, with an improved power core and maybe enough power (and the hardpoint) to fire smaller 'heavy' weapons like razors/infernos/nova torps. Call the combat personnel transports or something - we could use marine-hauling military ships in this mod =P
Yea, for the RP i'm writing up regarding the new order carrier, I've described the ships it carries... among them are support craft, including personnel transports and salvage/repair ships. Problem is, I cant stick a name to them - the order has no ships of either type for itself.
If it was a house ship, I could use something like a "converted" rhino or clydesdale or whatnot for the personnel transports - but the order doesnt have anything in that regard. The repair/salvage ships are stumped as well, since CSV's are specific to hogosha/junkers, as are collectors - there are no other ships designed for the purpose of repairing or retreiving escape pods that would fit inside a carrier (repair ships would be far too large).
we need a generic civilian or military freighter and repair/salvage fighter...
I've been thinking along these lines for a while now-it would be quite cool to have some effective lighter freighters (Rhino with class 3 shield getting attacked, anyone?...), and I believe it's already been done with the Mule (or is the Bactrian a vanilla ship? I certainly didn't notice it when I played vanilla).
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One thing I can't abide is MkII freighters using the same model as it's previous incarnation: They have more armour and a -far- larger cargo bay. How to do fit several times the armour and cargo into a package the same size as it's inefficient little cousin?
Mk IIs should be bulkier to accomodate the additional cargospace and armour...
Other than that mini-rant, I agree wholeheartedly with Tenacity. This mod doesn't seem to have any use for Freighters other than for closing the gap between Fighter and Transport. You can't even use them for RP, because like Derkylos said, "Rhino with class 3 shield getting attacked, anyone?..."
Quote:One thing I can't abide is MkII freighters using the same model as it's previous incarnation: They have more armour and a -far- larger cargo bay. How to do fit several times the armour and cargo into a package the same size as it's inefficient little cousin?
the mk2 light fighters have more armor, generally more cargo space, much better weaponry, more bats/bots, a better shield, and a better power core than the original light fighters... but they still use the same model.
Half of the advantage to a freighter is that you're small enough to at least attempt to avoid enemy fire in a battle, if you bulk up the ships too much they lose that advantage.
The main intention was to make all freighters more popular, not only the Camara and the HW ones and of course to provide ships for wider roleplay (points especially onto smugglers). Also a freighter pilot must not fear to go down in it in a few seconds and must stay poor.
Of course we left some of them, 2 or 3, to afford for beginners within Liberty borders. The Mule is one of them, since the Bactrian already is its MkII counterpart.
Be asured, they are balanced well as multipurpose vehicles. Means they are good in many tasks, but minor to specific purpose vehicles.
My Corsair char will sell its pirate train to pick up the new Corsair freighter.
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