doing so without any drawback is very short sighted.
I would go with RIGslots and give freighter and jump freighter players the option to increase HP with RIGs, but at a cost.
Increase Structure HP, costs you Cargo Capacity
Increase Armor HP, costs you Velocity
Increase Shield HP, costs you with a larger Ship Signature
Increase Ship Velocity/Warp Speed/Agility, costs you in Armor HP
Add Resistance RIG’s to Shield get the same drawbacks plus stacking penalties
And you can imagine the price increases to capital ship RIG’s if something like this was to be done.
Not to forget the higher cost of RIG over normal ship modulesm would increase the Zkill value of freighters with or without cargo.
With the size of a freighter even without that, I can’t see this making a meaningful difference. There aren’t many ships around which would have trouble locking it, not many weapons which would apply poorly.
There were rig slots on freighters. They got replaced by low slots.
I am not sure the same won’t happen with those new rigs, since point of poor customization still stands.
OP wont even fit bulkheads because it gives the drawback of not being triple expanded, what makes you think for even a second hes not going to pick whatever gives him the most cargo capacity, die again because hes an idiot, and then just ask for more buffs?.
That’s the problem, freighters are more than fine, if not too tanky. The problem isn’t the handfull of overstuffed ones dying every week, it’s the idiot who autopilots 10bil triple expanded like op
We have already been there. Freighters used to have a bigger base hull and no modules at all. So carebears like op cried for a buff. CCP gave them the option to fit bulkheads or cargo expanders. With
bulkheads it heavily increased the EHP to what it was before the change.
The thing is, you just can’t fix stupid.
Freighter ganking is already almost dead and with it basically the whole hauling profession as with no risk there is no need to use a dedicated service of people who know what they are doing. The last thing it needs is yet another nerf.
“I want Freighters to be invincible so I can autopilot my freighters without risk”
You essentially want the game to change - for you - so you can not have to bother actually “playing” the game. You basically want the hauling part of your game to be CCP-made botting.
I don’t ask to be able to pilot 10 bill in expanded freighters and not even in tanked ones and i’ve made that clear in this thread. Time to stop lying.
What I have suggested is that freighter HP increase in order to increase the costs of those who suicide gank freighters so that empty or low value freighters are more likely to be left alone and to slightly raise the bar on how much is considered safe to carry in a freighter.
Nobody is suggesting that 10 billion be considered safe to carry and even if you doubled freighter HP, anyone carrying 10 billion cargo or even 3-4 billion would still be chased down and ganked.
Less than 3 billion cargo? Well I guess it would depend on how tanked they were. Full cargo expanders? Still going to get promptly ganked.
In my experience, you can move up to 5B per freighter. I typically stop at 3b but sometimes I have too much stuff to move. Of course never use cargohold for that value.
I only use cargohold for minerals, eg trit/pieryte.
The highest I moved was I think 50B in freigthers, but I had scouted before, not gone through .5 or .6, and I had a webber ready (I used it once, because there was suspicious frigates on the gate).
Of course I take less precautions when I move smaller volumes, even for 30B or so.
IMO what is actually killing the freigthers is the volume, not the value. A DST is just much better than a freighter in most cases, for the single reason that it can use modules. MWD, AB, cloak, MJD, they make the ships much more slippery.
Freighters are just loot pinata, that wait for someone to have enough alts to open them.
IMO there should be a simple rule about concord : the more people are shooting, the faster concord comes. Something like concord_response = base/ sqrt(criminals) . Thus the effectiveness of gang would be proportional to the square root of the number of people, therefore using 16 catalysts would become as good as using 4 now - and same for talos.
This also means it would be easier to help a freighter, by simply aggressing him and thus reducing the total DPS of the suicide group.
In order to validate gankers “you can bring corp mates defense”.
If your a member of a Real PvP corp ( not suicide gankers ) please vote here with a like if you want to spend 30 hours a week of your game time plodding up and down the pipe in escort ships just on the off chance your corpies freighter gets attacked.
e.g. 40 man corp ( each member does 1 run a week in a freighter down a pipe ( 2 hours there and back )
you need 15 ships ( apparently , according to LCD gankers ) to escort.
so that is 2 x 40 x 15 / 40 = 30 hours a week ( each ) escorting ships.
95% of the time nothing will happen. the other 5% of the time the gankers will probably realize the ship is defended, ■■■■ pants and run.
imo, That’s even more boring than having to sit there for 3 minutes waiting to die
Come on CCCP make the game fun for both side , give Freighters Jato and cargo bay decompression boosting , resist boosters ( like assault dcs ) , module slots and other game play options.
I will ask you again: what is your success criteria here? How many low-value freighters should be ganked per day? At what point will you consider the HP buff a success and the low-value gank rate to be sufficiently low that you don’t want more HP buffs?