Freighters aren't all that exciting. If you're like me, you design them, run them mostly in big packs. Sometimes, I design them with no sensors or frills at all, and sometimes (occasionally for roleplay reasons because the shipping guilds want protection) I add one or more sensors like below.
Gemini class Freighter mod 1-R170 50 000 tons 255 Crew 1428.75 BP TCS 1000 TH 4050 EM 0 4050 km/s Armour 1-120 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0 MSP 18 Max Repair 101.25 MSP Intended Deployment Time: 24 months Spare Berths 1
Cargo 25000 Cargo Handling Multiplier 20
450 EP Commercial Internal Fusion Drive (9) Power 450 Fuel Use 2.72% Signature 450 Exp 4% Fuel Capacity 805 000 Litres Range 106.5 billion km (304 days at full power)
Active Search Sensor MR65-R170 (1) GPS 6120 Range 65.7m km Resolution 170
This design is classed as a Commercial Vessel for maintenance purposes
But then you have to deal with the idea that you're running 36 freighters all in a pack and they all have the same sensor, where one or two would have done.
When I'm feeling extra-detail oriented, I make slightly different versions of my freighters with different modules to get more functionality for the same cost. The above ship is Mod 1-R170, which means that it carries a sensor designed to spot a certain class of alien destroyer that my shipping guild is especially fearful of.
But here are some other mods:
- Mod 2-R100 - Res 100 sensor for detecting frigates
- Mod 3-R1 - Small target sensors for fighters and missiles
- Mod 4-TH - Thermal sensor
- Mod 5-EM - EM sensor
- Mod 6-EXT - Extra fuel pod
- Mod 7-Res - Rescue station for 100 life pods
- Mod 8-Ecn - Economy (no module and slightly cheaper)
It's a little fidgety, and I know you can stretch this principle much farther, but it's a fun detail to think through.
Cross-posted to /r/Aurora4x on Reddit -
https://www.reddit.com/r/aurora4x/comments/7pigor/freighter_modules/