Open space cargo ships have been an enigma for me for quite some time. Armed guards through the most docile of sectors. Slow and heavy. Often highly valued by stations and mission-givers. However they yield exactly no cargo when killed, and are fantastically easy to kill at that.
Due to the increasingly hostile nature of sectors in open space (with pirates and aliens and stuff) I suggest that the main factions take a new approach to hauling cargo to ensure it makes it to the destination, each with a unique hauler design and benefits. Every cargo ship should have turrets on it, and an AI controlled module placement, and have MUCH stronger armor. (Referred to as the armored plates in the below descriptions, where damage is dealt directly to the transport instead of the cargo pods.)
For player pilots, dealing damage to the hull can be forgiven up to 10,000pts, but any damage in excess of 3,000pts to the cargo modules will make an enemy of the hauler. (Just to allow you to fight around them without worrying too much.) Destroying any cargo module will reduce your rep with that faction a little bit and have the hauler call in reinforcements that are aggro’d to you, potentially calling more reinforcements with each destroyed module. Cargo modules typically yield a good amount of credits, modules, weapons, or seed chips, but can also carry stacks (10-50) of resource materials. Only secondary engines can be destroyed, which reduces the speed by 25% each. Anky’s engines cannot be destroyed, but can ignite, reducing hauler speed by 30%. Turrets cannot be destroyed, but destroying the command module will temporarily reduce their output significantly. Completely destroying the hauler will result in a severe reputation drop for that faction, but often yields a very nice amount of resources/items.
Cargo modules on the haulers also need to be revisited: “The cargo modules on each freighter detach separately now, so if one of them is destroyed or the ship finds itself in dire straits, the ship can drop off a crate and fly on to deliver the remainder of its cargo while the pirates scoop up the scraps. Not the most profitable concept, but it makes loading/unloading easy and ensures the safety of the crew.”
***Lazy Example Art Color Key***
Green = Hull
Yellow = Impervious Plating (Voids all damage)
Gray = Cargo Modules
Red = Turrets
Blue = Router/Command Module
Orange = Engines
Imperial Transport: Titan
Cargo Spaces: 6
Advanced Armor: Flanks
Turrets: 4
Engines: 3
*Special: Weapon projectiles explode on impact and have all parameters increased by 200%. Command module is highly resistant to damage.
Hull : 200,000pts
Speed : 100m/s
Cargo Durability: 20,000pts
Identical to the current transport, but with highly upgraded armor plating on the sides and increased cargo capacity. The 4 ends of the ship now have advanced kinetic auto turrets on them that will track and destroy nearby enemies. One large module placement on the top to generate weak shields, *increase turret damage greatly, or increase flight speed.
Federal Transport: Ankylosaurus
Cargo Spaces: 4
Advanced Armor: Top
Turrets: 4
Engines: 4 (Clustered/Diamond)
*Special: Massive speed boost that also increases damage resistance. Passively launches defensive drones every 30 seconds for a max of 4.
Hull: 100,000pts
Speed : 150m/s
Cargo Durability: 10,000pts
Designed with efficiency and cargo safety in mind, the federal transport only has 4 cargo modules, but they have nearly impenetrable armor covering the top and a drone bay that keeps automated security forces nearby at all times. 4 powerful EM autoturret placements. One on the top, two on the sides, and a module placement under the engines that can generate shields, increase turret damage, or *increase flight speed greatly.
Jericho Transport: Javelin
Cargo Spaces: 5
Advanced Armor: Top and Hull
Turrets: 4
Engines: 3
*Special: Module Shield is focused in two halves along the sides, shielding also regenerates base shield by 1,500pts/s
Hull: 100,000pts
Shield : 150,000pts
Speed: 100m/s
Cargo Durability: 10,000pts
Designed for durability and sustainability in a fight, the Jericho transport sports 4 overcharged thermal auto cannons and an advanced shield generator, making it the only transport with a shield. Though with the requirement of a larger shield generator, the Jericho transport only holds 4 cargo spaces. The cargo modules are protected on the top and bottom by thick plates of ultralight alloy. The rear module placement can *generate an incredibly sturdy barrier around the ship, increase turret damage, or increase the speed of the hauler.
Ellydium Transport: Gol’Raz
Cargo Spaces: 5
Advanced Armor: None
Turrets: 4
Engines: 3
*Special: Two docking platforms which boost ally damage by 50% and resistance by 75pts. Passive hull regeneration of 1,500pts/s
Hull: 150,000pts
Speed : 150m/s
Cargo Durability: 15,000pts
The Ellydium hauler is unique in that it has the ability to repair itself, and build new equipment on the fly. Due to this, however, it has somewhat thinner armor plating around the cargo modules. It makes up for the lack of armor by almost fully encasing cargo pods, *fitting two landing pads on top of the ship, and 4 automatic turret placements that slowly become more powerful the more they fire. (Evolving turrets like wazgot station, change damage types etc) The module placement can massively increase hull regeneration while projecting a temporary barrier, make the weapon’s projectiles homing, or open rift gates in front of the ship that moves it 3.5km closer to its destination with a cooldown.
(Imagine it’s kinda rounder and crystally I guess)