Sorry that was from my phone and didn't have the game handy. It is the Scow. It's so good, and so easy to fit. I would think just 10 less ordnance points maybe? And/or one less fitting point? It's such a good combat craft, and it can haul, and it's only like 12k? A handful of those can handle so much.
Pretty sure the reason it's so good is mostly volley and point defence missiles.
I generally give them 2 PD, and then 2 of those plus a medium gun of the opposite damage type plus aux thrusters since their guns aren't turrets. Slap on the Expanded missile s for a third less cargo and they're not going to run out of ammo but aren't great haulers. Salvage rigs on all of them meN they easily account for +50% salvage in a small fleet.
I just finished up a hotfix for JYD so I have some time to tinker with CFT. I've already got a couple adjustments made from messages I received on discord and would like to incorporate both your views into a potential update to the Scow for the next patch.
First off, thank you both for taking the time to provide your input and well thought out comments. I would like some clarity if you have some time to let me know if I have your concerns correctly. Here is a
TLDR breakdown of how I designed the balance and loadout of the Scow and how I generally layout the ships in both of my playable faction mods:
The comparable vanilla midline frigate sized combat freighter, the Wayfarer, has a 2250 HP, 250 armor, 1600 flux, 120 flux dissipation, 170 shield arc, 150 cargo, 55 OP, 120 max speed, 50 max crew, 40 fuel, and 6 small turrets.
The Scow is a midline frigate sized combat freighter with 1500 HP, 200 armor, 1850 flux, 250 flux dissipation, 170 shield arc, 100 cargo, 65 OP, 180 max speed, 40 max crew, 30 fuel, 2 small turrets, 1 small hardpoint and 2 medium hardpoints. I put two built in hull mods, shielded cargo bay (5 OP) and a salvage gantry (5 OP) on the Scow.
Comparable stats: The Scow has 750 less HP, 50 less armor, 50 less cargo, 10 less max crew, 10 less fuel capacity 3 less small mounts. To offset that it gains 20 more OP (adding in the OP of the mods), 60 more speed 250 more max flux, 130 more flux dissipation, and 2 more medium mounts. I felt that by replacing 3 small mounts with 2 medium mounts it put it farther into combat w/out going too OP. (idk I'd appreciate any comments on that)
I designed the Scow to be more combat than freighter vs the Wayfarer which is more freighter than combat. I felt that by making the Scow less durable in HP and armor but giving it more max flux, flux dissipation and speed with the two hull mods puts it line with CFT tech lore of "less durable but with better than average speed and shields and smuggler/scavenger oriented". The additional flux strengthens it's shield capacity and offsets the higher demands of it's weapon mount loadout. To balance that I gave the Scow less capacity to carry cargo, crew and fuel.
So bottom line, I tried to balance it while letting it stand out from it's vanilla counterpart by designing the Scow to be less freighter but more combat/utility. By giving it those built in hull mods (shielded holds for smuggler and salvage gantry for salvager) it puts it inline with CFT lore and the additional weapons and higher OP gives it more combat options.
If I understand both of your concerns correctly, Kumquat believes that lowering the OP from 65 to 55 and removing one of the mounts would balance it. Whereas 5ColouredWalker makes another point that with it's higher OP they can add two combat oriented hull mods that make it even less freighter and more combat ship category.
My personal belief is that I want to give players choice and options with the ships I design and I am always happy to see players share their loadouts that show ways of using the ships I would not of thought of. So if I were to lower the OP, it would disallow 5ColouredWalker the option to go their route. Removing a turret is sort of vague since the Scow had varied types of turrets, so some clarity on which mount to remove would be appreciated. Ok so now that you have my thought process on balance and based on the stats I would truly appreciate some constructive comments on how to balance the Scow.
I look forward to both your replies as well as any other player that would like to add to the conversation.