NeonSturm
StormMaker
Point defenses cost money and the odds of freighters getting hit by pirates is relatively low all things considered. I mean again look at real life. Our freighters, our cargo haulers are unarmed. Even when they travel through dangerous areas (like the freighters near somalia or even military transports) they still aren't armed. Even minor things like PDs add up when you're adding several of them to potentially millions of ships. It's far cheaper and smarter to just have your freighters run away and if they do get taken you send in the actual warships to deal with it.
The way I see the TG being, based on Criss' posts, is that yeah sure their freighters are easy targets but if you hit them it wont be long until the TG sends in warships to beat you down.
As Sun Tzu said, he who tries to protect everything protects nothing. It's better to simply have a smallish but powerful military fleet that can respond to problems than to equip every single freighter with costly weapon systems.
Another thing about a Warship is defence,shielding. Again, you already have a little of it vs random impacts from free-floating bullets (IRL everything in space keeps floating) and it might be cheaper to shield against a single projectile and evade swarms than to evade every single of it.
- Of-course nothing above a faction (20-50%) of your power supply. Favouring overcharge.effected guns.
You are not seeing the big picture as well. Imagine 10 cargo ships in a convoy:
- Their weapons combined will stop a small pirate ship. A ship so small that it does not justify the cost of a destroyer jumping in and aborting it's current task (like laying sensor beacons).
- And anything bigger than that little pirate they can kill themselves is gonna worthwhile for a Destroyer to jump in (justify the costs).
And maybe this little gun -even if it is no real protection- can remind the pirates that there will be some revenge in form of police/military.
When there are actually defense forces coming to the rescue of shops under attack, it might not be as easy as you might think. Plus I'm sure blowing up a TG shop will put you in the bad grace of the TG, meaning their shops are now closed to you and all of their ships are hostile.
Everyone cooperation that can gain profits faster from suppressing others than from growing itself is inherently promoting evil in itself.
To not become evil, you need to be a fraction of the total at all times. A fraction that cares about balance of the greatest powers.
The stick shops are manufactured near the TG homebase (not the spawn shop). From there they are launched into space and may drift for long periods of time (even millennia or more). When the station approaches it's final destination the rings on the structure activate. They act as gyroscopes and inertial dampeners that slow the station to a stop, where it will remain indefinitely. From here the stations automated shop transaction systems will begin accumulating profits from anyone that decides to trade here. Eventually civilization reaches these shops and the TG can come collect their profits.
To give a sense of scale, here is a the small freighter next to the shop.
What if these shops are jumping to their final location through a jump-gate? They might need to fit through a tiny gate of a capital ship laying them.