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You cannot trigger the event without waiting the 3 hours since the last occurance.
Note that those values are in the game's exml file, which means mods can alter that. A mod could remove the restrictions entirely, in which case a freighter rescue event would occur every single time you hyperjumped (except when you have other game missions which suppress them active).
As for S-class, you cannot get an S class in a Low Economy system. The chance in those systems is set at 0. In a medium wealth system, the chance is 1%. In a high wealth system, the chance is 2%. In an Outlaw system, the chance is 25%.
These values also are in the exml file, which means mods can alter them.
There are videos that describe the grind process for getting an S-class freighter. It seems that most are satisfied with an A-class which is far easier to get time wise. I always get an S-class with every save. I have my process down now, and I average about 3-4 hours total from finding the freighter I want (the rarest of course), to always having a Korvax crew (they are polite and respectful) to getting said freighter in an S-class version.
This is my most recent (I'm about halfway through fully upgrading it since this SS was taken)
https://steamcommunity.com/sharedfiles/filedetails/?id=2897428352
If you have specific questions or want some advice, let me know.
Other then feeling like you got the best, the class is not really very important for freighters. They are essentially a parking garage for your ships and a mobile base. They don't have any offensive or defensive benefits.
Personally, I leave it for a late game activity.
That's not quite true. Though from a space-battle perspective it is, freighters have inherent bonuses just like starships. For freighters, the two bonuses are to fleet coordination and hyperdrive. S-Class has the highest bonuses.
The fleet coordination directly translates to the frigate mission stats for frigate expeditions that you send out. So, basically, freighters do provide defensive bonuses....to expeditions.
Economy 1: 0%.
Economy 2: 1%.
Economy 3: 2%.
Outlaw: 5%.
This gets rolled when you board. If you save just before boarding, you can re-load that save multiple times to re-try for an S-class. Since the chance of getting the ship you want is quite low, it usually takes a LOT of reloading to get one.
On your (multiple of 5) warp, make sure you have saved manually at the station or freighter before making the jump in your starship that has an economy scanner installed.
Only jump to 3 star economies.
As soon as you jump into the battle, you should see the type of capital ship straight ahead. If it is not the design type you want, reload the save and pick a different destination.
If it is the style you want, ignore the battle and just land in the target freighter.
Scan as soon as you get out with the Analysis Visor and it will tell you what class freighter it is, and how many slots. If it's not the class you want, DO NOT reload your old save.
Continue to the Freighter Captain and request payment (don't bother inspecting for the trade-in), for a free Cargo Bulkhead and whatevr element they are paying.
Exit the unclaimed freighter and summon your own freighter nearby with the quick menu.
Land in your freighter and then teleport out of the system. Make sure you leave your freighter in the same system as the battle.
Teleport back to your freighter and you should hear the battle alarm. Exit your freighter and the target freighter should be there with the same design, but will actually have re-spawned with a new RNG roll.
Land on it and check whether it meets your needs.
If it doesn't, reclaim another cargo bulkhead and repeat the teleport out/teleport in steps.
If it has rolled as an S class, do your trade-in steps (store your existing freighter tech, keep one worthless item in your old freighter inventory to ensure you are prompted to transfer the freighter base etc).
It may take quite a few tries to get the S class, but you'll be building up a stock of cargo bulkheads to be able to increase the storage capacity of whatever the S class eventually rolls with.
The type of ship is constant in each system (Sentinel or Star destroyer) so if you have preferences there you can also pick a system that yields those.
it seems this whole time it has been poorly explained, so you must save after 3 hours and after your 4th jump and ready for your 5th jump. that makes a whole lot more sense as to why you save. that was the missing piece. i'll try it that way.
I stand corrected then. Kind of wack (on HG's part), that it works that way, when they have many other files that use weightings which also don't add up to 100, some of which add up to over 100. Makes one wonder where else the weightings aren't working 'right'.