Those of you who frequent Discord will know what this is about but this thread is to give a more permanent record for myself to review later on. Simply put I'm kinda bored and wanting to broaden my writing horizons a bit. I've toyed with this before, challenged people to try and come up with something and there has been little success there. @placid tried to start one and I commend him for that. @Lukiferrex got further just today while we were talking for his own experimentation and serves as a really good base for a more in depth piece. But to that end, I thought, well why not give it a try myself and see what I can come up with in regards to a Hauling Guide(name to be changed later to something more grandiose and awesome of course!).
Now I'm not saying I WILL write this, this is still just early exploration of the idea. However, I haven't seen a really good in depth one out in the SC community and well frankly the team that was doing mining/salvage on SC has been moved over to SQ42 and I don't expect many massive on that front until SQ42 is nearly complete. Aside from quantum fuel mining that is.
Initial ideas and comments for a hauling guide that people have suggested on Discord or I came up with myself. These are not in any particular order:
-edit- If I write this it would be more focused on the ships themselves rather than the actual 'go here, sell this' because that should be self explanatory. For ships I will focus mainly on ships which CIG designates as merchant or cargo that are currently ingame.
Now I'm not saying I WILL write this, this is still just early exploration of the idea. However, I haven't seen a really good in depth one out in the SC community and well frankly the team that was doing mining/salvage on SC has been moved over to SQ42 and I don't expect many massive on that front until SQ42 is nearly complete. Aside from quantum fuel mining that is.
Initial ideas and comments for a hauling guide that people have suggested on Discord or I came up with myself. These are not in any particular order:
If anyone has additional suggestions for what you'd like to see in a Guide for cargo running, post it here. I 'think' these ideas above cover the vast majority though, but I could be wrong.Only use ships currently ingame to compare with
4 hauler classes to compare/contrast: starter, small, medium, large
Emphasize ships with possible secondary role to highlight self defense capability
Quantum drive upgrades, fuel costs, wear, speeds. Websites to fit.
“Getting Started” and “So you’ve lost everything” - ties into deliveries
Rentals and where to find them
"collateral survivability" - Bigger capacity does not always make better, especially in the initial stages of setting up your asset pool and your collateral surplus.
As it is right now, big ships have a good amount of survivability versus a lone player or NPC pirate. But when you start adding up things like the mantis along with something like an energy or ballistic scattergun sabre... it becomes much more liable.
Ships that are too small also have their downfalls - at least on the legal side - as their long travel times and small capacities make it hard to recommend them over something like a mission runner. This isn't to say they don't make bank on moon hopping for high value, low yield items. But it's less versatile than acting as a full blown contractor in my books.
TL;DR, I think something to always keep in mind is that even though your job is effectively "buy low; sell high" with the fine print "time is money as is fuel", you need to still account for the unfavourables in the verse that might see you as prey... or as a threat. With random crashes being the current alpha predator, it's a good lesson for when it's not the game that's ready to take a bite out of your wallet, but players.
Interdiction avoidance tips? - TEST stealth gameplay?
Trade data websites recommendations
Buy low sell high - time cost of stations/moons vs planetside
Never investing 100% of your cash. ALways keep a reserve to build back from.
Tick rates explanation
Drug run tips
Delivery missions and best ships for it, going off earlier compare/contrast
Chaining deliveries
Good Landing Practices, solo/with people
Table of general estimated costs of ships full loaded - put with ship comparisons
Emphasize the need for escorts.
Player must ensure they know the ’lay of the land’ for their route. Communicate with org players to get intel on potential hazards.
-edit- If I write this it would be more focused on the ships themselves rather than the actual 'go here, sell this' because that should be self explanatory. For ships I will focus mainly on ships which CIG designates as merchant or cargo that are currently ingame.
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