That's because there is a world of difference between being in a tedious job you hate and working a job you like that also happens to be tedious. You don't see many airline pilots complaining about tedium despite that being the optimal outcome for a flight after all.
@@gix_d Actually most of them are making nothing seeing as the industry standard is currently unemployed. Even if it wasn't trust me when I say if you get into flying for the money you are going to be shocked and horrified.
Recently I invested all my money (300,000 credits) in a drug run from Arccorp to Hurston. Every single time the game stuttered I had a mini heart attack
also you should get a prospector since mining is a good non risky way to make good loads of money you can make 30-100k an hour and it will be good to get you the money fast to be able to do cargo runs so if the game dies and you lose your cargo atleast you can have fun making the money back to try to do the run again
Using a giant ship to illuminate a cliff face where a sniper was hiding while people on the ground search for him is exactly the kind of sandbox awesomeness I am expecting form Star Citizen
Me neither. Plus I annoy/get annoyed by most people I try and hang out with. Also, nobody seems to want to join in anyway unless there's a combat mission going. XD (Actually I lie. I do have some friends. But none of them have any interest in playing Star Citizen... And it's not a lot of friends, and even then I don't talk to them all that much... So... Eh.)
@@KuraIthys When ever I mention to my RL or online friends they tell me something along the lines of: "oh you mean that game that will never come out". One of my RL friends who has a SC account doesn't want to play until it does come out.
Imo the reason it is fun to haul in SC, is the same reason its fun in games like Euro Truck Simulator. Because you fly the ships manually, every turn, every thrust, every landing. Thats why it isnt fun in EVE, you just click to give autopilot orders, click a menu to land, click to do everything..
I find it so relaxing to haul. I end up not doing it in my avenger titan because it can't take much, but I've been having a nice time of doing delivery missions with it for that exact reason. I'm doing all the work of flying, and when make a mistake, that's all on me.
Yes, and people were successful in getting SC to remove the hover mode and put back in the easy mode. Yay for the Eve and ED and NMS crowd getting CIG to cave to their request to make stuff require no skill.
I just got a Caterpillar. Can't wait to use it. As for having money on the line when you do trading. I don't buy more than I can afford to lose. I learned that lesson after my Cutlass Black exploded spontaneously at a R&R. Apparently it's a thing that sometimes happens at some R&R stops. In my experience it has only been my cutty that ever blows up there though. My Aegis Titan is fine. My other ships don't carry cargo.
"Putting all your money on the line" Dropped all of my 60k on cargo to fill up my cutlass black, officially at 0 AUEC. All I had to do was make it to Hurston from Yela. Grabbed a delivery package from Olisar on the way, got interdicted twice, met with a wonderful error 10k as I exited quantum at Hurston. "You have 2 minutes to reconnect," Cool! Never received option to reconnect X_X. Officially done playing patch 3.6.
Ah yes spend hours not making progress because of glitches and bugs and pilot error. Get 1 good run hauling several delivery missions. Yeah that's most money I made, I'm going to do that again. At the 3rd pickup I landed and hovermode was like NO. As I touched down I realized the ground wasn't level and 2 seconds later I was fighting for control sideways upside down before exploding. F#$@ this game. I can't believe I actually gained control back several times but I'm so done with 3.6. let's wait for 3.7 and try that again. hopefully without fly-by-wire computer stuff sending my ship.. and what about taking off from a spacestation, why is my ship all the sudden glued to the platform?
@@Fantaman900 Have a story like that, just less money on the line. I'm hovering above an open landing bay on Hurston about to set down. I had spacebraked to perfectly level, cursor in the middle of screen so I wasn't going anywhere, just hovering. I can't remember a key binding, so I press 'esc'. Little did I know my cursor moved just slightly above horizon line. I check my binding, come back and my Cutlass is literally rolling around on the ground between landing pads, IFCS constantly trying to recorrect and stabilize. I break off both front wings and one main engine but finally get control. Managed to hobble into the correct landing bay while now unable to stop drifting around. Land it, claim it. Move on with my life lol
@@squigglychris8396 Ah yes area 18, switch to 3rd person view to see if i'm above the hanger and got hella confused with the mouse. up down no down up no updown nose dive into the ground. Lovely, lesson learnt. unbind mouse use only joystick and (aurora) free look down between your feet. You know these spaceship have straffe thrust and you can do stuff you can't with a helicopter, like pitch foward and still hover in the same spot with reverse thrust 😂
I was gonna make one of those "I don't know anyone to play this with" posts. But it seems that's the majority here. Why don't we all just get together, and play it together?
Agree, the max is a great trading ship but has enough firepower and maneuverability to worry many fighters, particularly if the Pilots are not very good.
I love shipping with my Max, can do it all day,... still on the fence on what ship I will later upgrade to for bigger hauls,... Caterpillar or Hercules when it comes out
Can you imagine one day if this game gets big enough, there's an intergalactic war and you need to retrofit one of these, basically tear out the entire cargo bay and replace it with a giant railgun or mass driver......
He mentioned that you can carry several fighters in it, so that could be a decent trade off. If you're expecting more capital ships, then get the railgun. If you're expecting a bunch of pirates in interceptors keep the cargo bay.
@@WalrusWinking Oh, you just know some guilds are going to have a ton of fun screwing with these things. See a lone catepillar out in space, and suddenly out flies the entire guild, forty ships with two people to a dragonfly and a batch of marlins because some dude discovered a way to jam them in sideways to fit more and got his buddies in on it.
Just imagine owning one of those cat's even on Solo. Going to the next Space Station and set a time when the run will be done. Recruiting people (with their own ships, that will be stored in the cat) to defend your ship. Pay them salary afterwards of course if you finished the run in one piece. Also hire a few people that help, picking up the cargo, manning the turrets etc. The guys you hire for protection having a reputation and therefore cost maybe more and so on and so forth. While landing, your guards building up a perimeter to secure the LZ, while the rest gets the payload.This game has waaaays to go. But it could become a real game-changer with all those possibilitys on how to handle missions. Even when none of your friends own it.
Solo player is ideal for smuggling, take a 300p for example and smuggle small amount at a time, but verh high value and dangerous cargo (there are already 7k missions for a 70k km run available, real smuggling (transfer from one stash to another)). And for fps or bounty hunting, solo can be a way to go (with a hawk for example)
There are still some options I'd say. Smuggling, mercenary work, racing, and "cruising" are all viable options. Solo players will probably get their jolly's off more as mercs with all the options for that kind of work.
I mean, you can easily just find an org on the RSI website to join as well. Like my friends and I. We're always looking to have people join. We're going to be a mercenary company that provides armed escort for a price. In fact, with the state the game is in right now, we can potentially even start that very soon.
I'm going to be completely honest with you, space trucking is my favourite activity in space games, both ED and SC are games where just going from point A to B has been my main focus for years. There's something rewarding of the journey to me, could also just be me being bad at everything else in the game lol
I m with you. I ve been waiting to be able to salvage with a crew on my reclaimer for 2 years now. Unfortunately non-combat gameplay has definitely been put to the side now that they are focused on releasing SQ42 which will be combat focused. I really hope they give non combat gameplay a bit more love. And still hope that Salvage 1.0 won't just be a the vulture but also the reclaimer so that we can finally have some real non combat multicrew gameplay
@@alandab I m not being disingenuous at all. Mining has been added a long time ago. Yes if you go back to 2017-18 that was the case, but ever since they announced they would focus heavily on SQ42 the roadmaps have seen many non combat features removed or pushed back. - repairing and refueling have been completely removed from the roadmap. - Salvaging which was supposed to come out in 3.2 is still not even being worked on at all. And now we can only hope for it to come out in 4.0 - almost every combat ship is functional while at least half of non combat ship are flying coffins - Ever since the first Box delivery and investigation missions have appeared. There has been no new or Improved non combat missions. Such has cargo transportation missions, mining missions. They admitted themselves that SQ42 was the number 1 priority and most updates we see in SC are going to be on systems that benefit SQ42 first and SC second It is very clear that ever since SQ42 was scheduled for beta in 2020. Non-combat activities... while not completely ignored... are not the priority as they do not play a role in SQ42. Until SQ42 comes out, non combat gameplay will keep evolving but at a snail's pace. There is nothing untrue about that statement, CiG has admitted themselves that SQ42 takes their full attention now and that systems that are not essential to SQ42 are not the priority right now.
Wow. A game that encourages taking a break from shooting stuff, and instead be chilling with friends while gaining credits another way... Why do I LOVE this concept so much?
On the topic of stowaways, I had an idea for how to deal with them without a crew. If they were to implement G forces and security cameras, then all you need to do is brake check them to smash their head into a wall.
I literally found out about you this morning and have just been straight inhaling your content. Absolutely brilliant work here man!!! You not only got me interested in this game but your strict in detail analysis of these ships are just therapeutic for me.
Just reading the title really hurts. I just lost a fully laden Connie to Hover Mode. A moment of silence for my Connie and all the other victims of Hover Mode please.
I use mouse and keyboard and To avoid crashing in in hover mode hit C key to take yourself out of cruise then align you horizon bar to zero. Then hit right shift key to lock the nose of your ship so it stays level. use mouse wheel to adjust thrust input along with W,S,A,D keys to strafe in any direction and left CTRL key and Space Bar to control your descent....I used to crash all the time until I did these steps, now I can even land in tight hangars with ease now....Adjusting camera to top down position..... And also the first step I do now when taking off from the hangar is to hit right shift key this locks the ship nose in place so all you need to do is use space bar to lift off straight up with out sliding forward or sideways into hangar walls while at the same time moving mouse wheel forward to increase lift...
@@SA80TAGE yeah in 3.7 Hovermode has been made simplified by the improvement of V-TOL thrusters..Pretty easy to stay stationary now. ..It was a little more squirrely in early 3.6...And ship would pitch and yaw uncontrollably if you didn't keep ship level....
@@stannistargaryen I wasn't talking about 3.7, I mean ever since it was implemented, I've had no trouble with it at all.... and that includes mining rocks on planets.
If you hover that Caterpillar with it's starboard doors open with a hill or berm, you can actually roll a bunch of Ursa rovers in it. I managed to load 4 rovers and had the org mates simply drive them off for what ever they wanted to do. As long as I had the right berm or crater rim grade just starboard of my cat I can keep loading vehicles. The really important thing is to keep you landing gear up so you can straddle your ships starboard a lot closer to a hillside.
Hauling is only "intense" in a game full of killers. And we all know that games full of killers (and no meaningful consequences to act as deterrents) don't survive very long.
Most people don't realize that they're supposed to band up. In history, shipping companies usually didn't have a single ship on a trade run, but a fleet. And those fleets usually contained military escort ships. Even if the fleet didn't have escorts, the trade ships themselves would have usually carried a small number of guns, so even if a single one of those ships had... say... only 6 guns or so per side, 6 of those ships in a flotilla still would've netted a 30 gun broadside focused on a single ship, which, if they were pirates and not an enemy navy, would only have access to a small ship that'd have something like a 8-12 gun per broadside herself.
@@somberflight 8 - 12 is honestly generous. "Pirates" liked to be able to move fast, and if they had that many guns with enough shot to load all of them, they'd be weighed down a bit. More than likely, they only had a few per side, and relied more on shock value by coming up on a ship fast, boarding, and threatening lives, before quickly disappearing again. Also, dope screen name. Enjoying Volume 7 so far?
@morphologist i just wanted to comment on how your vids have always been entertaining but you really have kicked up the enjoyment factor a lot lately and i wanted to give you kudos on having such an enjoyable perspective on star citizen. The architect reviews were what sold me on your content originally but the overall presentation quality and seemingly unbiased coverage of everything from gameplay to design is really appreciated. It really does help to stop and realize just how much attention to detail CIG pays to this project and honestly showcases some things that i have caught myself sprinting past entirely. Keep up the good work dude! Subbed fo life
0:48 well good news random youtuber, youtube just slapped that shit into my recommended videos so here I am! Edit: Am into Star Citizen now, watched alot of videos, bought the game and got myself a Origin 315p via CCU
My top 3 SC go to people: Bored, Noobifier and last but not least Morphologis. Great mix of presentation and delivery styles. Btw, loved the extermination scene with the attempted jacker. "Thanks for the rail gun bruh." Heheh.
Hauling is fun because you never know when you'll fall asleep at the flight stick and create a ship-sized crater on or around Levski! Also, PSA: drink a redbull or two if you have all of your aUEC in your cargo hold because gravity is a biiiiiitch!
this did a great job of succinctly explaining what it is about space trucking that i always find so appealing in games that offer it. It’s that feeling of having a full cargo hold and having to be constantly alert of every ship and everyone that even looks at funny. i always found it really engaging.
I've put around 300 hours on just doing trading/hauling runs in ED. Finally getting into SC for the first time and I'm pretty much looking to do the same thing.
I did hauling and mining back in the day in a space sim mmo called Jumpgate. It had near newton physics (ships would very slowly slow down if you cut thrusters power) so if your ship was full of heavy cargo it would take you quite a while to speed up, and just as long to slow down. Was always harrowing running through unregulated space, be it from other players or the hostile alien faction, The Conflux. Even more harrowing was docking your ship, you had to slow down to a very slow speed and manually enter the docking port. To fast and you splatter your ship on the station, slow down to much and you spend more time trying to dock, leaving you open to attack from other two player factions (or rogue players of your own faction) that could show up to attack at any point in time.
I genuinely hope the Mantis is balanced. The last time I ever logged into Eve Online was when I did a mining run in my venture. I was in 0.6 sec, so I mean it wasn’t the most secure, but it was in fairly safe sec. I go through the next jumpgate to find a massive bubble, I use my high velocity jets to get out of the bubble and jump to a random asteroid field (picked out of panic), however the guys followed me to the asteroid field, since I assume tracking is a thing or some shit, and they blew me up with one hit.. logged off, and have no intention of going back due to cheap no-skill camping like that.
@@JarkurYaroslav Yep. And all the defense cruisers were just ash. I knew I was fucked when I came in cloaked and saw the massive bubble and destroyed defense. And I suppose 0.6 is highsec? It's been a while, but if I recall right I think it's like on the edge of being between high and mid sec. The warp bubbles truly made me resent the game, due to you essentially being fucked if ya don't have afterburners or turrets. No form of defense due to your cannons needing no skill to fire at other players. The game is gorgeous, and I enjoy a lot of mechanics in the game, but the PVP is just atrocious to me. That's just me though.
Jarkur Dire then quite honestly I’m not sure. Could have very well been lower sec like 0.4 or 0.5... no lower than that though I know that much. Doesn’t discount I’ve lost millions due to warp bubbles. Even in low-sec it’s still a cheap way to shit on people’s day.
After having the game for years I only just managed to complete my first mission, a delivery. It’s amazing how satisfying it was. Delivery and hauling is definitely better when you have a shop that lets you get up and walk around though. Love my Freelancer!
Now I know this is an older video, but I had to comment on your mention of the old pirate and cargo sailing ships. One of the big things they did defensively, was the broadside defense, turn the ship sideways and open all cannon ports ... I think you might get where I'm going. Can you imagine a shitload of Dragonflies lined up on each side of your bay? Turn broadside, open all your bays and let loose! Now with the new prison turrets, two of them to a hatch on each side ... oh what fun that would be.
Thank Avis that I am just "involved and immersed in the experience" of trading!!! - I thought I was addicted to gambling, when I'm risking all my creds on a run.
Then it happens back to back and you are left with about 33 percent of your money which will take 10's of hours of grinding to even get back to. Happened to me last patch and just happened to me today in this new patch. The enraging thing is that they are the same bugs that have been there patch over patch - simply flying from point A to B should not be where game ending bugs occur after this much time and money. Hauling is virtually unplayable unless you are a sucker for punishment imo.
The Cat IS A GREAT SHIP, but one thing to consider, if you want to make profit by hauling freight, do not take it to haul 20 crates, I needed +8K credits to refuel it, so make sure your cargo bays are full, and then you will make profit like a boss ;-)
QuantumBullet ✔️ so do you lose your progress with each update? I considered putting a bit of grinding in to have an advantage when the game drops (whenever that may be lol)
The Caterpillar was the ship that finally got me on board with Star Citizen. I’ve done quite a number of cargo runs in it since, usually solo, and it’s still fun that way. Having all of your eggs in one basket is still an issue for good ol’ fashioned pre-alpha reasons too. It’s all well and good to protect your ship, have escorts and plan your routes carefully but I’d say 100% of the cargo I’ve lost has been to bugs, disconnections, server resets and the laws of physics mysteriously taking a holiday ;). All to be expected though, jump back in the seat, hit the QT and earn some more!
I have already experienced the Quantium Interdicion in 3.6 when playing in Capitan Burk. He was streaming at the time and a CIG Employee came in with a Hammerhead that was glowing. Could not Qt when around it and the QT Inhibitor field thingie covered quite a large area.
There are parts of hauling you didn't touch on. 1) Safety. This should always be your number 1 consideration when choosing trade routes. If you need to go to Port Olisar, dont land legally, land illegally and pay the fine. This gets your ship off the tarmac so it doesnt get rammed or taken. If there's someone in your ship, land illegally, get him out without the crimstat. Choose moonbases that have security, avoid ones that dont, or at least prepare for them. Avoid Hurston, screw up one time landing and hit the security zone and you die. 2) Trade Routes. Trading isnt as simple as point A to point B. You need data to help you decide what run from where to where. Gallog.co and sc-trading.kamille.ovh/price/ are two of the best route finders currently (3.6.2). However price isnt the only consideration. Most commodities are locked at selling a certain number, or buying a certain amount at a time. Part of trading is looking for places that buy/sell the most of a commodity possible. That you learn through experimentation and time. 3) Dont get caught up in the mentality that the biggest route is the best route. I currently have millions in game, but my most profitable route uses 300k-400k each run. Best profit is measured in aUEC/hour not most aUEC/trip. Have that in the back of your mind when your making routes. 4) Last tip, people say this all the time, I'll reiterate it. Never ever use more than half your money ever. You WILL have a 30k error. Last patch on three occasions my Cat exploded when I told it to go into QT. This is alpha, shit happens, protect yourself by never using all your money. Cant wait for your architect video for the Cat! Oh, and about the Mantis. If it IS as bad as people fear, I'll spend 3.8 in a fighter looking to be interdicted and kill Manitises rather than trade. If I had a Hammerhead, I'd do that instead and just fly around looking for interdiction groups to kill. Hopefully that turns into a mainstream idea, much like fighter camping at JT did, or combat at Cry Astro.
Good advice. I've been doing the work of figuring out what can be traded and where manually (spreadsheet and lots of travelling) - not because I didn't think such sites existed, just because I enjoy the process of 'exploring' to find this data myself. The buy/sell limits haven't been relevant to me because my ship is nowhere near large enough (best 'trading' ship I've got is just 16 SCU - as such trading is worse than doing missions, but whatever. I do it for fun, not just profit.) And yeah, I was also tracking trade runs in terms of not just the profit per run but the time each run took. The main thing I learnt is that the major landing zones are horrible timesinks, but there are only a handful of places outside of them that will buy anything at all. One trade run that I was doing that had a very high profit per run, was undermined because one of the endpoints was Area 18. I timed a best case run at 50 minutes; Which was about 2-5 minutes doing the trade at the far end, about 5 minutes landing. About 5 minutes travel time from the outpost to/from Area 18... Then about 5 minutes each way dealing with Ryker, and another 10 each way dealing with the tram/Area 18 BS... That means ArcCorp alone was costing a good 30 minutes per run, which is more than half the total time... Unfortunately there doesn't seem to be much of a way around this, since most runs end up in such places given the way the trade routes are set up. (there are some exceptions, but not many. - primarily items such as food, medical supplies and alcohol)
Yeah, I never had excitement like this for the most part. Though someone did jack my 600i, which led to a whole stream of bizarre incidents that somehow culminated in a massive random party at an outpost. XD It's crazy what happens sometimes. I have learnt over time however that yeah, even without all the random stuff you're talking about, I love trading. In fact, once I have some spare money again I'm contemplating getting a Hercules C2... Though I still kind of wish there was a cargo hauling module for the 600i - I do love that ship but it's hard to find anything practical you can really do with it. I doubt it'd happen, but I mean, it IS originally a freighter in lore (see the random lore post about the 600 - admittedly the 600 was a failure because of 'market confusion' - I mean, who builds a 'luxury freighter' after all? XD), and conceptually it's a rival to the constellation, so in some ways it could happen, in some it couldn't. In any event, since I have a thing for certain styles of 'sleeker' ships, I figure the Hercules is the more practical compromise for someone like me who really likes my 600i but also really likes cargo hauling. I don't think I'd ever have much of a crew though just because I'm far too socially awkward for it, and it's hard to attract random crew for anything other than heavy combat missions... Let's just hope I don't get too many shipjackers. XD The irony of the only shipjacking I've ever suffered meanwhile is that the 600i touring version shouldn't allow someone to sneak on board that easily, sine there's only the single elevator and it's locked by default. But the current bugs with the door security force you to unlock the exterior to be able to get yourself out of the ship. That means the shipjacking I experienced wouldn't have been possible without a bug specific to 3.6 XD As for the risk... Yeah... There's a lot on the line. And the bigger your cargo bay, the more risky it gets. Though of course, unless you're foolhardy, you should NEVER use your entire cash supply on a shipment; Some people suggest 30%, some 25% But I realised pretty quickly the exact amount doesn't matter too much as long as it's a percentage of your total. 50% works too; It's just about how much risk you're willing to take, and the realisation that if your balance hits 0 you can't trade at all anymore and have to do missions instead. If you only ever use a fraction, it'll be fine for quite a while, though eventually your remaining cash will be so low as to render trading ineffective regardless. But if you start with 100,000 UEC and only ever trade 50% (quite a high ratio in fact, for most), then even if you keep losing your ship/cargo, it'll take quite a few losses to truly wipe you out. (though past a certain point you might wanna switch to a smaller ship if you have one - this isn't super-relevant now, but it will be once you genuinely have to pay for repairs and fuel, instead of cheesing the insurance system) After all, even in a string of failures, 50% would lead to 100k, 50k,25k,12.5k,6.25k,3.125k... And those lower values definitely won't net you a LOT of money, but they're still sort of viable for trading... Although it rather depends on what you're trading, and the size of your ship. So far I've found the most profitable (non-illegal) items sit at around a 30-35% margin, but make you only 0.4 credits per 1/100th of an SCU (remember, the game treats 1 SCU of space as 100 units of most commodities) The most expensive items meanwhile actually have profit margins closer to 15-20%, but will net you 4-5 UEC per 1/100th of an SCU. (meaning one is what you use if you're limited by how much cash you put in, and the other is what you use if you're limited by cargo space) In general, for trading to be better than doing missions you need to be able to make on the order of about 8000 UEC per run (possibly more depending on the type of missions you do and how you do them). But if we stick to 8000 UEC... That means you need around 20 SCU of space to work with to make this off the highest value (legal) goods, and about 200 SCU to make this off the highest profit margin legal goods. So what's the tradeoff? Well, the highest value goods mean you're risking about 48,000 UEC for that 8000 profit, while the highest margin goods mean you're risking about 26,000 And this, incidentally also shows you the rough minimums (assuming you have a ship with suitable cargo capacity in the first place) for trading to be 'better' than missions, in at least some situations. So that's the kind of minimum cash reserves you want to be keeping on hand regardless of what you might lose in a trade. Though of course, losing a lot of cargo is... Pretty bad for your bottom line. Even with the high margin goods if you lose more than 1 in 5 shipments or so, you're going to be losing money (and that ignores the operating costs of your ship.) So... Yeah. Trading. XD Get out your spreadsheets, and set out to make a fortune... If you can. XD
Hey now... I've always loved the Trading points in other games, but if I have to work at a game like it was a full on Day Trader / Business, I'd rather work it in the Real World, not a Virtual one. That said, licking 110v power outlets is more fun. Which might explain some of my more.. *ahem* oddball habits.
Investing all your money into that one run might be fun .... But not while all of that can be lost at any time to a bug or a random crash as often as not.
@@mikeyoung9810 It isn't. I don't understand where the fun is in having to grind for days to get to where you were before. I guess it's fun for PvP'ers but for me as a strictly solo-player (I hate being social, it's boring) other people just annoy me, so I fly at max speed all the time and avoid all contact.
One of the things that makes Shipping amazing for me in Star Citizen is the sheer joy of flight. I just find it absolutely therapeutic to fly in and out of the various ports picking up cargo and heading to the next destination.
It really is the most enjoyable game-play right now, as it includes a bit of everything the game has to offer; travel, take-offs and landing, trade, inventory and financial management, combat, delivery, exploration, groups, and possibly the most important, as you say, risk versus reward.
_ phosphate x _ Because all it does is look good. It’s not good. It’s an open space ship flying sim. There’s some other things to distract you for a couple minutes before it gets repetitive as well. IE shipping. He’s hyping it up but it blows. And its taken literally years to get to this point. The game is just too ahead of its time.
People have been screaming at each other over SC for years. The game kickstarted hundreds of millions of dollars and has spent several years working on it while selling in game ships for huge amounts of money. That just about catches you up @_phosphate.x_
brutus brutalis Except I’m having tons of fun allready in a game that far exceeds a lot of other AAA titles contentwise at a lower price. Your statement might had held water two years ago, hell maybe even one but now it’s really shaping up so call it a scam as much as you want but many of us have allready gotten our moneys worth
Persistence is the only reason why I'm not playing it right now. Currently, when a new patch is released, I'll experience the new stuff, log off and return when another patch is released.
@@Krommel honestly I fully believe this is how the game will stay perpetually. New stuff added in a patch, but never out of early access. Just endless early access content patches
They should add jumping on coordinates. So you can choose to come in anywhere you want. But make them manual calculations for added difficulty. Not just a map click or something. Would also be nice to make waypoints like that for your autopilot. So you can just quantum travel from coordinate to coordinate on autopilot. Whit maybe a self programmable delay before you start jumping to the next waypoint. Or maybe some forced cool down time after several quantum travels. Would be handy to do long trips while you do things in your ship. This would also create some tactical gameplay. Cause with jumping whit coordinates you can jump close to stellar objects. So if your shields are better then the pirate ones you can jump close to that stellar object and maybe stay there for a little till the pirates give up or your shields become overheat. Make it so that the sensors will give bad readings when trying to scan that ship really close to the stellar object. This will provide the ability to sneak out of the sun at the other side and jump away without them knowing. The suns deadly radiation and heat go's far out into space. This is mostly not well simulated in space sims. The influence sphere of the sun should be way bigger. "The standard space suit will keep an astronaut relatively comfortable at external temperatures reaching up to 248°. Heat coming off the sun dissipates over distance, but a person drifting in space would begin encountering that kind of heat (the five-yard line) some three million miles from the sun. "It would then be a matter of time before the astronaut died,"". Lets say as example that a shielded space ship can only come 10% closer then that. And a normal shielded space ship 20% closer. You can get more shield upgrades to get a little closer. This can also work with sensors. So if you have bad sensors you can maybe only scan 15% into the sphere of influence of the sun. And with really good sensors you can scan way further in. What do you think of this idea? Would be nice to hear your thoughts on this after my lengthy text :) Sorry for my English. It's not that good.
This also adds the nice bonus that if you calculate the jump incorrectly you can quantum travel to far into the sphere of influence of the sun and get heavily damaged or even explode. Or quantum travel straight into a planet and disintegrate. Quantum traveling like this into the planets atmosphere or the gravity well of a planet should cause heavy damage. This idea gives way more dynamic and realism with navigation and provides you with more tactics to work with in the empty space. This idea you can also implement with Nebula's that are hard to scan or that clog up your engines if you travel trough them. So if you have the right filters you can travel trough them reasonably save with some managing of the engines. And pirate ships with these filters can wait in an ambush inside the nebula hoping that their sensors will pick you up deep inside the Nebula where you in your cargo ship try's to get a more save route away from all the sensors of other ships that might be trying to intercept you in regular space. Some nice cat and mouse games can be played like that. Sensor and engine degradation should be a thing inside nebula's. Depending on the density of that Nebula.But every type of Nebula should have their own characteristics. And some engine should respond different then other engines in the same nebula. There are many way's you can play with this concept. And again i seriously hope you respond to this. I wonder if other people had the same idea and if this is feasible and fun. If you going to haul precious cargo like this there must be way's for you to hide and escape in a somewhat believable and at the same time fun way. Technological and environmental way's. It will also adds more meaning on what type of engine you will buy and what kind of sensors. so there will be a lot of upgrade options to play with depending in what area you transport most.
I've been loving doing cargo runs in the Cat. I have similar experiences, but currently in 3.6 I have found that the most profitable route is just a one way so it can get pretty boring. Looking forward to see what they have done in 3.7 to make hauling more interesting.
I mean, free merch is cool and all. But what's even better is buying the merch to support the creator. I bought the quantum fluctuation in the elevator as a hoodie cos it was my favourite design. Keep up the absolutely amazing work Morph.
@@notanonymous3976 I don't know about this game, but it could be similar to other games where you get a bounty placed on your head, so the longer you are a pirate and the more you kill and stead, the higher the bounty will be. This results in more and tougher enemies trying to take you out.
@@notanonymous3976 Well it limits the stations you can go to, big turrets shoot you, and you will be shot on site by security forces. When I last played, like a month ago, security forces will interdict you several times to scan your cargo on a single jump, they are in groups of three with decent gear.
I never really got in to hauling until I got the Cat too. It's one of the best ways to earn aUEC right now! It's also fun because it's very high-stakes until you're well over 2 million UEC. Even starting out with scrap it's high stakes coz you can bet the whole house and lose it if you're not careful (or if you're unlucky).
Space trucking is amazing in Eve if you’re a jump freighter. You pretty much take one of the slowest most vulnerable ships into thee most dangerous territories. I love it.
@@user-sx4qu4dz9z Maybe he don't want to? Like me, I just wanna play solo. I don't want to be social. I have a daughter and a partner for that. When I play games I do it to escape the social aspect of my life. I do it to be alone, not to be bothered by other uninteresting humans.
My career is stressful. I'm married, I've raised my kids, my wife and I are caregivers for my adult son. The last thing I need is stress when I'm gaming. I'm not the least bit interested in the combat aspects of Star Citizen unless it's an experience I'm having with multiple friends. Other than that, I'm perfectly happy to fly low-impact cargo missions or do mining. I really enjoy the Cutlass Black and ROC combo for mining. My favorite ship for cargo missions is actually the C8 Pisces Explorer variant. It sips fuel, I spend almost nothing operating the ship, especially for multiple small cargo runs in a singular planetary group. It literally feels like I'm driving a cargo van. It's a nice way to relax before bed after a 12-hour shift.
I love cargo runs and all that comes with it, but the most frustrating thing right now isn't pirates or space cops, it's crashes. Crashes and disconnections from the server and you've lost ALL your cargo, gone to the ether and therefore ALL your credits. Loosing 20,000 due to a bug is really disheartening.
... I just got an idea of something that would make the caterpillar like an Actual Galleon of old. Ground based cannons and missile launchers. So you could load the bays with them, amp the directional shields, and have an actual broadside monster. Load up anti ship cannons, and you have a capital hunter. Load up swarm missiles, and you have an escort anti-fighter that can protect entire sides of a convoy. Load up artillery cannons, and you have an area denial planetary gunship. And if two of these type of ships meet up to fight, it's going to be an absolute sight to behold
Shipping is engaging now if you are a popular streamer who everyone wants to play with. An average player's experience: hauling is lonesome and boring, as your friends cannot share your profit, so they basically are wasting time.
Wow , Great ! The game will coming really soon . And you don't have to wait more than 20 years . Isn't that a great news ? And probably before you die , you will enjoy it . That's awesome !
I really hope that sometime in the future, they release monstrous supercruiser vessels. Mile long beasts that REQUIRE a fully decked crew to operate. Something like Eve Online’s Titans. They’d only be purchasable with the combined efforts of dozens of people pooling together their credits
Well I see that as being a good thing. Means it's very ambitious. Why the fuck does it matter that it isn't close to being finished, and that it's a cash cow etc. Look at this guy playing it. He enjoys it and he's making videos about it instead of playing another game. As long as he enjoys it it doesn't really matter how close to being finished it is. As long as you get your fun for the money you paid. Plus, you don't have to pay real money for new ships. Just rent using in-game cash. Later on purchase them using in-game cash too.
of course the right ship is important, but when compared to other games, the reason trade in SC is more fun is because of how you trade. in elite for example it's boring af, you land, you look at an excel sheet, you fly to the next station. in SC you have to get out of the seat, go to the terminal and in many ships you see what you've bought in the ship when returning to the cockpit. you see what you're hauling, it's not just a number in a table but an actual crate and that's what makes it so much more fun (and immersive)
It was fun, I really wished we were interdicted by the police or a player and had to fight them off... would make the experience a lot more thrilling with more risk~~ Thanks Morph~
The thing they should add soon is being able to transfer cargo/jettison it and retrieve it. And being able to transfer credit to players. Until they add these, pirating sadly only boils down to blowing other ships up. Interdiction is great imo but until they give players the proper toll, pirating is just going to be a fancy word for griefing. As much as he criticized eve online. At least on eve online the pirates usually negotiate with you to either pay them or jettison your cargo. Frankly interdiction should have been added after tools for proper pirating had been added. As right now, it's just a grief tool to blow other players up. There are no incentives to commit actual pirating role play. Just griefers that blow you up for the lols. I with the people that think it will only make griefing worst because the systems to make pirating possible are simply not there yet. I would have been much more excited if they added the possibility to take my cargo or ransom me. Interdiction without these is just going to mean that you ll be ganged up and destroyed senselessly by a bunch of bored trolls.
Cool things that could be added in this game. Some indignous hostile creatures in the planets, also, you could set up some NPCs as colonists to work as some kind of asset in the game. You could make huge ships that make the trasportation of this colonists, and them, for beggniers you could set up missions of resuply, rescue missons, bounty hunter missons, and even pest control, in case of handling with indigenous hostile life or simply, extermination from rival competition. The possibilitys are endless.
That was some really smooth landing. Must be using a flight stick. I'm keyboard mouse all the way. I'm always having to f4 and hold z so I can make sure I'm clear and level. Think its time to stop taking long breaks from SC and start getting better. Been supporting it since 2013 I think
Looking forward to how they tackle so many different careers. Science, engineering, exploration, hell I'm curious if they will have a gameplay mechanic for tourism/passengers, like transporting NPCs and you have X amount of time to get them from A to B (then to C, and D, and E) and need to keep them satisfied with food, service, and safety.
@@captainchaos3667 He thinks SC isn't going to get made and that they are just going to steal his money I think. Hard to change the minds of these kinds of people, they're usually pretty dead set on their belief.
@@X3105i You can buy new ships in game, it only cost $45 right now and does go on sale during the anniversary sale: There is your proof, believing anything else is just opinion.
@@X3105i Why should I? All information is available online, I'm not obligated to do anything. You want to play? Buy it. You think it's a scam? Read up. Simple as that. We've been arguing about this since 2012, fucking enough already.
This is purely my speculation but the way I see interdiction ships going is that there will be other ships that are bigger, more well armed, and armored but for their size their arms and armor will be lackluster due to the space, weight, and power taken up by the interdiction device. This would create a dynamic where large interdiction ships could target small cargo haulers and such but if you actually wanted to go after larger cargo ships you’d need a team with you. I also imagine it being that as they kill you they’ll be free to jump making you a priority target when interdicting. Perhaps as a further balancing method interdiction ships take a penalty to their other systems such as their energy weapons’ fire rate and their shield’s recharge rate while the field is active due to the massive amount of power draw. With a properly coordinated team you wouldn’t need to keep the field active after pulling them out because they wouldn’t be in a position to jump with risking being taken out. I feel this would help to balance out interdictor ships so that they’d require a measure of skill and team coordination to take out large hauls, you could still take out people on your own but you’d always have to target vessels smaller and less armed then you bringing down profitability.
Me IRL: Works a tedious retail job and hates it
Me in game: Mmm yes, cargo
@@JamecBond fair
That's because there is a world of difference between being in a tedious job you hate and working a job you like that also happens to be tedious. You don't see many airline pilots complaining about tedium despite that being the optimal outcome for a flight after all.
Hahahahaha great
@@lolroflroflcakes Maybe because the pilot makes 30/hr and the retail worker makes 11/hr.
@@gix_d Actually most of them are making nothing seeing as the industry standard is currently unemployed. Even if it wasn't trust me when I say if you get into flying for the money you are going to be shocked and horrified.
Recently I invested all my money (300,000 credits) in a drug run from Arccorp to Hurston. Every single time the game stuttered I had a mini heart attack
Do half of what you own. If error 30k comes you will recover much faster.
This is why as much as I love shipping, It's really hard to do now.
@@emossg I've done this, but back to back crashes have left me with as little as 1/8th my starting cash.
also you should get a prospector since mining is a good non risky way to make good loads of money you can make 30-100k an hour and it will be good to get you the money fast to be able to do cargo runs so if the game dies and you lose your cargo atleast you can have fun making the money back to try to do the run again
@@TrevTheMan00 mining for me right now is really buggy. Rocks just sink into the ground. So where is the best place to mine?
Using a giant ship to illuminate a cliff face where a sniper was hiding while people on the ground search for him is exactly the kind of sandbox awesomeness I am expecting form Star Citizen
yeah that was cool to watch. they were probably not even on the same 'team' as the crew under fire either, just helpful citizens
One of their turrets even opened up!
"..and get a bunch of your friends on board."
I don't have friends.
* sad trombone *
Me neither.
Plus I annoy/get annoyed by most people I try and hang out with.
Also, nobody seems to want to join in anyway unless there's a combat mission going. XD
(Actually I lie. I do have some friends. But none of them have any interest in playing Star Citizen... And it's not a lot of friends, and even then I don't talk to them all that much... So... Eh.)
@@KuraIthys When ever I mention to my RL or online friends they tell me something along the lines of: "oh you mean that game that will never come out". One of my RL friends who has a SC account doesn't want to play until it does come out.
Literally all you have to do is go to his discord and join them =) or his twitch.
Haha, what losers, fuckin nerds.
-sad sobbing noises-
lmao I don't have friends to play with either. Try to get my brother interested but he works too much.
Imo the reason it is fun to haul in SC, is the same reason its fun in games like Euro Truck Simulator.
Because you fly the ships manually, every turn, every thrust, every landing.
Thats why it isnt fun in EVE, you just click to give autopilot orders, click a menu to land, click to do everything..
I find it so relaxing to haul. I end up not doing it in my avenger titan because it can't take much, but I've been having a nice time of doing delivery missions with it for that exact reason. I'm doing all the work of flying, and when make a mistake, that's all on me.
Exactly. Honestly, I'm in LOVE with my FreelancerMAX because of that. That ship is fucking gorgeous to me.
EVE is a botters and scripters paradise.
Baleur Only fools use autopilot
Yes, and people were successful in getting SC to remove the hover mode and put back in the easy mode. Yay for the Eve and ED and NMS crowd getting CIG to cave to their request to make stuff require no skill.
I hope this doesn’t end up like GTA V where you’re loading all your earnings into a ship and some moron suicide rams your vehicle because he’s bored
is exactly like this...Caterpillar aslo called "Floathing Target" or "Shoot Me when i'm Full"
that happens already ... docking bay rams is a thing
It’s what happen when a person is free to do whatever it want
Yeah, it's a problem that will hopefully get mitigated once permadeath is a thing.
@@Shotblur I think more severe rime mechanics could also help
The Caterpillar - Star Citizen's galleon.
Exactly
I just got a Caterpillar. Can't wait to use it.
As for having money on the line when you do trading. I don't buy more than I can afford to lose. I learned that lesson after my Cutlass Black exploded spontaneously at a R&R. Apparently it's a thing that sometimes happens at some R&R stops. In my experience it has only been my cutty that ever blows up there though. My Aegis Titan is fine. My other ships don't carry cargo.
@@Daniel.Liddicoat Awesome! I'd have to melt half (or perhaps even all) of my hanger if I realistically wanted to get one... :C
@@kompav5621 I haven't bought a ship in at least a year so I thought I'd treat myself
@@Daniel.Liddicoat Awesome. Let the wealth FLOW!!!
"Putting all your money on the line"
Dropped all of my 60k on cargo to fill up my cutlass black, officially at 0 AUEC. All I had to do was make it to Hurston from Yela. Grabbed a delivery package from Olisar on the way, got interdicted twice, met with a wonderful error 10k as I exited quantum at Hurston. "You have 2 minutes to reconnect," Cool! Never received option to reconnect X_X.
Officially done playing patch 3.6.
I learnt that lesson, never put all of your money into one haul. Better luck for 3.7.
That sucks, good luck for 3.7
Ah yes spend hours not making progress because of glitches and bugs and pilot error. Get 1 good run hauling several delivery missions. Yeah that's most money I made, I'm going to do that again. At the 3rd pickup I landed and hovermode was like NO. As I touched down I realized the ground wasn't level and 2 seconds later I was fighting for control sideways upside down before exploding. F#$@ this game. I can't believe I actually gained control back several times but I'm so done with 3.6. let's wait for 3.7 and try that again. hopefully without fly-by-wire computer stuff sending my ship.. and what about taking off from a spacestation, why is my ship all the sudden glued to the platform?
@@Fantaman900 Have a story like that, just less money on the line. I'm hovering above an open landing bay on Hurston about to set down. I had spacebraked to perfectly level, cursor in the middle of screen so I wasn't going anywhere, just hovering. I can't remember a key binding, so I press 'esc'. Little did I know my cursor moved just slightly above horizon line. I check my binding, come back and my Cutlass is literally rolling around on the ground between landing pads, IFCS constantly trying to recorrect and stabilize. I break off both front wings and one main engine but finally get control. Managed to hobble into the correct landing bay while now unable to stop drifting around. Land it, claim it. Move on with my life lol
@@squigglychris8396 Ah yes area 18, switch to 3rd person view to see if i'm above the hanger and got hella confused with the mouse. up down no down up no updown nose dive into the ground. Lovely, lesson learnt. unbind mouse use only joystick and (aurora) free look down between your feet. You know these spaceship have straffe thrust and you can do stuff you can't with a helicopter, like pitch foward and still hover in the same spot with reverse thrust 😂
There is just something about the Caterpillar. It's got a soul.
The ship just like the Starfarer is in desperate need of an update/rework. Old ships under the old metrics 😥😥😥
Most useful, ugliest piece of shit in the Galaxy.
@@INTHEWILDERNESS-00 bruh what are you talking about, the caterpillar is one of the best ships aesthetic wise to me
Looks so... Serene. A true ship of Serenity.
I was gonna make one of those "I don't know anyone to play this with" posts. But it seems that's the majority here. Why don't we all just get together, and play it together?
lol I was just watching this and thinking if only there was anyone to play with. Finding a good active group of people to play with is so hard
Because Millennials don't know how to make friends.
how do you make friends?
because nobody trusts anyone. Its the internet, everyone's an asshole.
@@MoragTong_ Die-versity does that...they don't call it Balknization for nothing.
I agree with the “sometimes it just takes the right ship.” Shipping never used to interest me but now with the MAX I could do it all day.
YES! THE MAX IS MY FAVOURITE SHIP!!!!
Agree, the max is a great trading ship but has enough firepower and maneuverability to worry many fighters, particularly if the Pilots are not very good.
Been thinking about trading my hull b for a max. On the fence with either one
I love shipping with my Max, can do it all day,... still on the fence on what ship I will later upgrade to for bigger hauls,... Caterpillar or Hercules when it comes out
Jeff Worthen hull c for true min max
This game in full VR is going to harvest many a souls
None of us will have to worry about that since this game will never come out in our lifetime
@733Rafael lmfao
@@EliDjahn People keep saying that while the rest of us have been playing it for quite a while now. It's like you're blind to it or something.
@@stevendeamon its called a joke and the game isnt really out its in alpha
I hate VR
Can you imagine one day if this game gets big enough, there's an intergalactic war and you need to retrofit one of these, basically tear out the entire cargo bay and replace it with a giant railgun or mass driver......
He mentioned that you can carry several fighters in it, so that could be a decent trade off.
If you're expecting more capital ships, then get the railgun.
If you're expecting a bunch of pirates in interceptors keep the cargo bay.
How much is it?
@@D.M.S. "imagine"
Can you imagine if this game ever gets finished and releases?
@@WalrusWinking Oh, you just know some guilds are going to have a ton of fun screwing with these things.
See a lone catepillar out in space, and suddenly out flies the entire guild, forty ships with two people to a dragonfly and a batch of marlins because some dude discovered a way to jam them in sideways to fit more and got his buddies in on it.
Just imagine owning one of those cat's even on Solo. Going to the next Space Station and set a time when the run will be done. Recruiting people (with their own ships, that will be stored in the cat) to defend your ship. Pay them salary afterwards of course if you finished the run in one piece. Also hire a few people that help, picking up the cargo, manning the turrets etc. The guys you hire for protection having a reputation and therefore cost maybe more and so on and so forth. While landing, your guards building up a perimeter to secure the LZ, while the rest gets the payload.This game has waaaays to go. But it could become a real game-changer with all those possibilitys on how to handle missions. Even when none of your friends own it.
Sadly, while Star Citizen looks more and more impressive with each new video, it looks less and less like something a loner gamer like me will enjoy.
If you're good enough you can hire an NPC crew and mercenary escorts for your runs, lots of players will be trying to make money that way.
Solo player is ideal for smuggling, take a 300p for example and smuggle small amount at a time, but verh high value and dangerous cargo (there are already 7k missions for a 70k km run available, real smuggling (transfer from one stash to another)).
And for fps or bounty hunting, solo can be a way to go (with a hawk for example)
There are still some options I'd say. Smuggling, mercenary work, racing, and "cruising" are all viable options. Solo players will probably get their jolly's off more as mercs with all the options for that kind of work.
Why should a loner player run his own shipping company anyway? Any cargo ship in reality should have a crew, security etc.
I mean, you can easily just find an org on the RSI website to join as well. Like my friends and I. We're always looking to have people join. We're going to be a mercenary company that provides armed escort for a price. In fact, with the state the game is in right now, we can potentially even start that very soon.
I'm going to be completely honest with you, space trucking is my favourite activity in space games, both ED and SC are games where just going from point A to B has been my main focus for years.
There's something rewarding of the journey to me, could also just be me being bad at everything else in the game lol
this topic was something I wanted to ask you last stream, so thank you very much for this very early video! Its also very professional and authentic.
Thanks man! Glad to see you here in the comment section.
I love the non violent gameplay elements of star citizen. This should be the game developpers fokus!
Yeah... I know a lot of people want combat above all else...
But I for one primarily want a whole lot more non-combat stuff to be added...
I love the violent gameplay elements of Star citizen. This should be the game developers' focus
“Fokus”
I think you spelled something wrong there buddy
I m with you. I ve been waiting to be able to salvage with a crew on my reclaimer for 2 years now.
Unfortunately non-combat gameplay has definitely been put to the side now that they are focused on releasing SQ42 which will be combat focused.
I really hope they give non combat gameplay a bit more love. And still hope that Salvage 1.0 won't just be a the vulture but also the reclaimer so that we can finally have some real non combat multicrew gameplay
@@alandab
I m not being disingenuous at all. Mining has been added a long time ago.
Yes if you go back to 2017-18 that was the case, but ever since they announced they would focus heavily on SQ42 the roadmaps have seen many non combat features removed or pushed back.
- repairing and refueling have been completely removed from the roadmap.
- Salvaging which was supposed to come out in 3.2 is still not even being worked on at all. And now we can only hope for it to come out in 4.0
- almost every combat ship is functional while at least half of non combat ship are flying coffins
- Ever since the first Box delivery and investigation missions have appeared. There has been no new or Improved non combat missions. Such has cargo transportation missions, mining missions.
They admitted themselves that SQ42 was the number 1 priority and most updates we see in SC are going to be on systems that benefit SQ42 first and SC second
It is very clear that ever since SQ42 was scheduled for beta in 2020. Non-combat activities... while not completely ignored... are not the priority as they do not play a role in SQ42.
Until SQ42 comes out, non combat gameplay will keep evolving but at a snail's pace.
There is nothing untrue about that statement, CiG has admitted themselves that SQ42 takes their full attention now and that systems that are not essential to SQ42 are not the priority right now.
Wow. A game that encourages taking a break from shooting stuff, and instead be chilling with friends while gaining credits another way... Why do I LOVE this concept so much?
In my org we referr to loading snubs into a caterpillar as "krakapillar"
Pxp?
"There are other ships that might have that, too" The Caterpillar has two large power plants, doesn't it? Enough energy for that quantum snare.
Scribble, a QT Snare module for the caterpillar would be amazing!!
On the topic of stowaways, I had an idea for how to deal with them without a crew. If they were to implement G forces and security cameras, then all you need to do is brake check them to smash their head into a wall.
I literally found out about you this morning and have just been straight inhaling your content. Absolutely brilliant work here man!!! You not only got me interested in this game but your strict in detail analysis of these ships are just therapeutic for me.
this comment literally made me sick. like i need a cigarette after reading this
👍👌
Hauling sounds relaxing as hell, so guess I'm becoming a space truck driver
Just reading the title really hurts. I just lost a fully laden Connie to Hover Mode.
A moment of silence for my Connie and all the other victims of Hover Mode please.
I use mouse and keyboard and To avoid crashing in in hover mode hit C key to take yourself out of cruise then align you horizon bar to zero. Then hit right shift key to lock the nose of your ship so it stays level. use mouse wheel to adjust thrust input along with W,S,A,D keys to strafe in any direction and left CTRL key and Space Bar to control your descent....I used to crash all the time until I did these steps, now I can even land in tight hangars with ease now....Adjusting camera to top down position.....
And also the first step I do now when taking off from the hangar is to hit right shift key this locks the ship nose in place so all you need to do is use space bar to lift off straight up with out sliding forward or sideways into hangar walls while at the same time moving mouse wheel forward to increase lift...
I honestly don't get why so much people suck in hover mode, I haven't crashed once because of it. It's hardly rocket science.
@@SA80TAGE yeah in 3.7 Hovermode has been made simplified by the improvement of V-TOL thrusters..Pretty easy to stay stationary now. ..It was a little more squirrely in early 3.6...And ship would pitch and yaw uncontrollably if you didn't keep ship level....
@@stannistargaryen I wasn't talking about 3.7, I mean ever since it was implemented, I've had no trouble with it at all.... and that includes mining rocks on planets.
@@SA80TAGE Well good for you....
If you hover that Caterpillar with it's starboard doors open with a hill or berm, you can actually roll a bunch of Ursa rovers in it. I managed to load 4 rovers and had the org mates simply drive them off for what ever they wanted to do. As long as I had the right berm or crater rim grade just starboard of my cat I can keep loading vehicles. The really important thing is to keep you landing gear up so you can straddle your ships starboard a lot closer to a hillside.
Hauling is only "intense" in a game full of killers.
And we all know that games full of killers (and no meaningful consequences to act as deterrents) don't survive very long.
Most people don't realize that they're supposed to band up. In history, shipping companies usually didn't have a single ship on a trade run, but a fleet. And those fleets usually contained military escort ships. Even if the fleet didn't have escorts, the trade ships themselves would have usually carried a small number of guns, so even if a single one of those ships had... say... only 6 guns or so per side, 6 of those ships in a flotilla still would've netted a 30 gun broadside focused on a single ship, which, if they were pirates and not an enemy navy, would only have access to a small ship that'd have something like a 8-12 gun per broadside herself.
Gta 5 is still booming
@@somberflight 8 - 12 is honestly generous. "Pirates" liked to be able to move fast, and if they had that many guns with enough shot to load all of them, they'd be weighed down a bit. More than likely, they only had a few per side, and relied more on shock value by coming up on a ship fast, boarding, and threatening lives, before quickly disappearing again.
Also, dope screen name. Enjoying Volume 7 so far?
@@AugmentedSmurf Meh. Better than 5 I guess... but even more SJW agenda. "moustache man bad"
...elite...
@morphologist i just wanted to comment on how your vids have always been entertaining but you really have kicked up the enjoyment factor a lot lately and i wanted to give you kudos on having such an enjoyable perspective on star citizen. The architect reviews were what sold me on your content originally but the overall presentation quality and seemingly unbiased coverage of everything from gameplay to design is really appreciated. It really does help to stop and realize just how much attention to detail CIG pays to this project and honestly showcases some things that i have caught myself sprinting past entirely. Keep up the good work dude! Subbed fo life
0:48 well good news random youtuber, youtube just slapped that shit into my recommended videos so here I am!
Edit: Am into Star Citizen now, watched alot of videos, bought the game and got myself a Origin 315p via CCU
My top 3 SC go to people: Bored, Noobifier and last but not least Morphologis. Great mix of presentation and delivery styles.
Btw, loved the extermination scene with the attempted jacker. "Thanks for the rail gun bruh." Heheh.
Hauling is fun because you never know when you'll fall asleep at the flight stick and create a ship-sized crater on or around Levski! Also, PSA: drink a redbull or two if you have all of your aUEC in your cargo hold because gravity is a biiiiiitch!
this did a great job of succinctly explaining what it is about space trucking that i always find so appealing in games that offer it. It’s that feeling of having a full cargo hold and having to be constantly alert of every ship and everyone that even looks at funny. i always found it really engaging.
I've put around 300 hours on just doing trading/hauling runs in ED. Finally getting into SC for the first time and I'm pretty much looking to do the same thing.
I did hauling and mining back in the day in a space sim mmo called Jumpgate. It had near newton physics (ships would very slowly slow down if you cut thrusters power) so if your ship was full of heavy cargo it would take you quite a while to speed up, and just as long to slow down. Was always harrowing running through unregulated space, be it from other players or the hostile alien faction, The Conflux.
Even more harrowing was docking your ship, you had to slow down to a very slow speed and manually enter the docking port. To fast and you splatter your ship on the station, slow down to much and you spend more time trying to dock, leaving you open to attack from other two player factions (or rogue players of your own faction) that could show up to attack at any point in time.
I genuinely hope the Mantis is balanced. The last time I ever logged into Eve Online was when I did a mining run in my venture. I was in 0.6 sec, so I mean it wasn’t the most secure, but it was in fairly safe sec. I go through the next jumpgate to find a massive bubble, I use my high velocity jets to get out of the bubble and jump to a random asteroid field (picked out of panic), however the guys followed me to the asteroid field, since I assume tracking is a thing or some shit, and they blew me up with one hit.. logged off, and have no intention of going back due to cheap no-skill camping like that.
So you're telling me they put warp bubbles, on a gate, in highsec.
@@JarkurYaroslav Yep. And all the defense cruisers were just ash. I knew I was fucked when I came in cloaked and saw the massive bubble and destroyed defense. And I suppose 0.6 is highsec? It's been a while, but if I recall right I think it's like on the edge of being between high and mid sec. The warp bubbles truly made me resent the game, due to you essentially being fucked if ya don't have afterburners or turrets. No form of defense due to your cannons needing no skill to fire at other players. The game is gorgeous, and I enjoy a lot of mechanics in the game, but the PVP is just atrocious to me. That's just me though.
Only problem with your story is warp bubbles cant be used anywhere but nullsec
Jarkur Dire then quite honestly I’m not sure. Could have very well been lower sec like 0.4 or 0.5... no lower than that though I know that much. Doesn’t discount I’ve lost millions due to warp bubbles. Even in low-sec it’s still a cheap way to shit on people’s day.
I like how your would be hijacker was taking "cover" behind a privacy curtain.
You actually just lose money due to server crash, ship randomly blows up...
Judging by the comments, this seems to be the most common result of playing this game.
After having the game for years I only just managed to complete my first mission, a delivery. It’s amazing how satisfying it was. Delivery and hauling is definitely better when you have a shop that lets you get up and walk around though. Love my Freelancer!
Only crew i will have is AI, as a solo player.
Same, I plan to solo for a while if not forever depending on what fun stuff groups get into.
Now I know this is an older video, but I had to comment on your mention of the old pirate and cargo sailing ships.
One of the big things they did defensively, was the broadside defense, turn the ship sideways and open all cannon ports ... I think you might get where I'm going.
Can you imagine a shitload of Dragonflies lined up on each side of your bay? Turn broadside, open all your bays and let loose!
Now with the new prison turrets, two of them to a hatch on each side ... oh what fun that would be.
I am planning to do this when the Hull series releases, right now I am going to focus on mining for 3.7.
Got a Haul-E and I usually hate hauling in games but the fact that the items are physically in the ship does something a little different in my mind.
Thank Avis that I am just "involved and immersed in the experience" of trading!!! - I thought I was addicted to gambling, when I'm risking all my creds on a run.
For the first time, I saw your merch and laughed when I spotted "The Wale" mugs and shirts. Cute stuff
You can always: not load all your money
After a while the full ship may only be a fraction of your money
Then it happens back to back and you are left with about 33 percent of your money which will take 10's of hours of grinding to even get back to. Happened to me last patch and just happened to me today in this new patch. The enraging thing is that they are the same bugs that have been there patch over patch - simply flying from point A to B should not be where game ending bugs occur after this much time and money. Hauling is virtually unplayable unless you are a sucker for punishment imo.
The Cat IS A GREAT SHIP, but one thing to consider, if you want to make profit by hauling freight, do not take it to haul 20 crates, I needed +8K credits to refuel it, so make sure your cargo bays are full, and then you will make profit like a boss ;-)
I have like 5000 aUEC and made +10 every 30-60min with my Avenger Titan a while back.
When the game didn't crash.
Then update and back to 5000.
QuantumBullet ✔️ so do you lose your progress with each update? I considered putting a bit of grinding in to have an advantage when the game drops (whenever that may be lol)
@@joemurray2523 they might have changed that.
The Caterpillar was the ship that finally got me on board with Star Citizen. I’ve done quite a number of cargo runs in it since, usually solo, and it’s still fun that way. Having all of your eggs in one basket is still an issue for good ol’ fashioned pre-alpha reasons too. It’s all well and good to protect your ship, have escorts and plan your routes carefully but I’d say 100% of the cargo I’ve lost has been to bugs, disconnections, server resets and the laws of physics mysteriously taking a holiday ;). All to be expected though, jump back in the seat, hit the QT and earn some more!
I see a Morphologis vid, I click like and watch OuO)
I have already experienced the Quantium Interdicion in 3.6 when playing in Capitan Burk. He was streaming at the time and a CIG Employee came in with a Hammerhead that was glowing. Could not Qt when around it and the QT Inhibitor field thingie covered quite a large area.
That’s not an interdiction, that’s quantum dampening. The mantis can also pull you out of quantum mid travel
What are your pc specs ? Your game is running so smooth !
You can see his rig here: www.twitch.tv/morphologis/
Its a 1080ti on a 6850k i7
There are parts of hauling you didn't touch on.
1) Safety. This should always be your number 1 consideration when choosing trade routes. If you need to go to Port Olisar, dont land legally, land illegally and pay the fine. This gets your ship off the tarmac so it doesnt get rammed or taken. If there's someone in your ship, land illegally, get him out without the crimstat. Choose moonbases that have security, avoid ones that dont, or at least prepare for them. Avoid Hurston, screw up one time landing and hit the security zone and you die.
2) Trade Routes. Trading isnt as simple as point A to point B. You need data to help you decide what run from where to where. Gallog.co and sc-trading.kamille.ovh/price/ are two of the best route finders currently (3.6.2). However price isnt the only consideration. Most commodities are locked at selling a certain number, or buying a certain amount at a time. Part of trading is looking for places that buy/sell the most of a commodity possible. That you learn through experimentation and time.
3) Dont get caught up in the mentality that the biggest route is the best route. I currently have millions in game, but my most profitable route uses 300k-400k each run. Best profit is measured in aUEC/hour not most aUEC/trip. Have that in the back of your mind when your making routes.
4) Last tip, people say this all the time, I'll reiterate it. Never ever use more than half your money ever. You WILL have a 30k error. Last patch on three occasions my Cat exploded when I told it to go into QT. This is alpha, shit happens, protect yourself by never using all your money.
Cant wait for your architect video for the Cat! Oh, and about the Mantis. If it IS as bad as people fear, I'll spend 3.8 in a fighter looking to be interdicted and kill Manitises rather than trade. If I had a Hammerhead, I'd do that instead and just fly around looking for interdiction groups to kill. Hopefully that turns into a mainstream idea, much like fighter camping at JT did, or combat at Cry Astro.
Good advice. I've been doing the work of figuring out what can be traded and where manually (spreadsheet and lots of travelling) - not because I didn't think such sites existed, just because I enjoy the process of 'exploring' to find this data myself. The buy/sell limits haven't been relevant to me because my ship is nowhere near large enough (best 'trading' ship I've got is just 16 SCU - as such trading is worse than doing missions, but whatever. I do it for fun, not just profit.)
And yeah, I was also tracking trade runs in terms of not just the profit per run but the time each run took. The main thing I learnt is that the major landing zones are horrible timesinks, but there are only a handful of places outside of them that will buy anything at all.
One trade run that I was doing that had a very high profit per run, was undermined because one of the endpoints was Area 18.
I timed a best case run at 50 minutes; Which was about 2-5 minutes doing the trade at the far end, about 5 minutes landing. About 5 minutes travel time from the outpost to/from Area 18...
Then about 5 minutes each way dealing with Ryker, and another 10 each way dealing with the tram/Area 18 BS...
That means ArcCorp alone was costing a good 30 minutes per run, which is more than half the total time...
Unfortunately there doesn't seem to be much of a way around this, since most runs end up in such places given the way the trade routes are set up.
(there are some exceptions, but not many. - primarily items such as food, medical supplies and alcohol)
Yeah, I never had excitement like this for the most part.
Though someone did jack my 600i, which led to a whole stream of bizarre incidents that somehow culminated in a massive random party at an outpost. XD
It's crazy what happens sometimes.
I have learnt over time however that yeah, even without all the random stuff you're talking about, I love trading.
In fact, once I have some spare money again I'm contemplating getting a Hercules C2...
Though I still kind of wish there was a cargo hauling module for the 600i - I do love that ship but it's hard to find anything practical you can really do with it.
I doubt it'd happen, but I mean, it IS originally a freighter in lore (see the random lore post about the 600 - admittedly the 600 was a failure because of 'market confusion' - I mean, who builds a 'luxury freighter' after all? XD), and conceptually it's a rival to the constellation, so in some ways it could happen, in some it couldn't.
In any event, since I have a thing for certain styles of 'sleeker' ships, I figure the Hercules is the more practical compromise for someone like me who really likes my 600i but also really likes cargo hauling.
I don't think I'd ever have much of a crew though just because I'm far too socially awkward for it, and it's hard to attract random crew for anything other than heavy combat missions...
Let's just hope I don't get too many shipjackers. XD
The irony of the only shipjacking I've ever suffered meanwhile is that the 600i touring version shouldn't allow someone to sneak on board that easily, sine there's only the single elevator and it's locked by default.
But the current bugs with the door security force you to unlock the exterior to be able to get yourself out of the ship.
That means the shipjacking I experienced wouldn't have been possible without a bug specific to 3.6
XD
As for the risk... Yeah...
There's a lot on the line.
And the bigger your cargo bay, the more risky it gets.
Though of course, unless you're foolhardy, you should NEVER use your entire cash supply on a shipment;
Some people suggest 30%, some 25%
But I realised pretty quickly the exact amount doesn't matter too much as long as it's a percentage of your total.
50% works too; It's just about how much risk you're willing to take, and the realisation that if your balance hits 0 you can't trade at all anymore and have to do missions instead.
If you only ever use a fraction, it'll be fine for quite a while, though eventually your remaining cash will be so low as to render trading ineffective regardless.
But if you start with 100,000 UEC and only ever trade 50% (quite a high ratio in fact, for most), then even if you keep losing your ship/cargo, it'll take quite a few losses to truly wipe you out. (though past a certain point you might wanna switch to a smaller ship if you have one - this isn't super-relevant now, but it will be once you genuinely have to pay for repairs and fuel, instead of cheesing the insurance system)
After all, even in a string of failures, 50%
would lead to
100k, 50k,25k,12.5k,6.25k,3.125k...
And those lower values definitely won't net you a LOT of money, but they're still sort of viable for trading...
Although it rather depends on what you're trading, and the size of your ship.
So far I've found the most profitable (non-illegal) items sit at around a 30-35% margin, but make you only 0.4 credits per 1/100th of an SCU (remember, the game treats 1 SCU of space as 100 units of most commodities)
The most expensive items meanwhile actually have profit margins closer to 15-20%, but will net you 4-5 UEC per 1/100th of an SCU.
(meaning one is what you use if you're limited by how much cash you put in, and the other is what you use if you're limited by cargo space)
In general, for trading to be better than doing missions you need to be able to make on the order of about 8000 UEC per run (possibly more depending on the type of missions you do and how you do them).
But if we stick to 8000 UEC...
That means you need around 20 SCU of space to work with to make this off the highest value (legal) goods, and about 200 SCU to make this off the highest profit margin legal goods.
So what's the tradeoff? Well, the highest value goods mean you're risking about 48,000 UEC for that 8000 profit, while the highest margin goods mean you're risking about 26,000
And this, incidentally also shows you the rough minimums (assuming you have a ship with suitable cargo capacity in the first place) for trading to be 'better' than missions, in at least some situations.
So that's the kind of minimum cash reserves you want to be keeping on hand regardless of what you might lose in a trade.
Though of course, losing a lot of cargo is... Pretty bad for your bottom line.
Even with the high margin goods if you lose more than 1 in 5 shipments or so, you're going to be losing money (and that ignores the operating costs of your ship.)
So... Yeah. Trading. XD
Get out your spreadsheets, and set out to make a fortune...
If you can. XD
Well worded, well thought through comment Kuralthys. I for one, appreciate your research.
Hey now... I've always loved the Trading points in other games, but if I have to work at a game like it was a full on Day Trader / Business, I'd rather work it in the Real World, not a Virtual one. That said, licking 110v power outlets is more fun. Which might explain some of my more.. *ahem* oddball habits.
The angle shots of well designed space craft flying around tastefully colored planets is reason enough to watch.
i can imagine star citizen being a ready player one game
Space trucking is awesome! Love the chill vibe of it all and the detail of star citizen cargo hauling.
Investing all your money into that one run might be fun ....
But not while all of that can be lost at any time to a bug or a random crash as often as not.
Saw the thumbnail; noticed the topic, instantly got interested. The video didn’t disappoint.
BRO shipping is son fun because you can lose litarly everything!
Somehow the fact that you can lose everything doesn't seem like much fun.
@@mikeyoung9810 It isn't. I don't understand where the fun is in having to grind for days to get to where you were before. I guess it's fun for PvP'ers but for me as a strictly solo-player (I hate being social, it's boring) other people just annoy me, so I fly at max speed all the time and avoid all contact.
One of the things that makes Shipping amazing for me in Star Citizen is the sheer joy of flight. I just find it absolutely therapeutic to fly in and out of the various ports picking up cargo and heading to the next destination.
I finally Subscribed to you friend :)
Great SC content.
It really is the most enjoyable game-play right now, as it includes a bit of everything the game has to offer; travel, take-offs and landing, trade, inventory and financial management, combat, delivery, exploration, groups, and possibly the most important, as you say, risk versus reward.
yoooo this game looks sick, why haven't i heard of this game before
_ phosphate x _ Because all it does is look good. It’s not good. It’s an open space ship flying sim. There’s some other things to distract you for a couple minutes before it gets repetitive as well. IE shipping. He’s hyping it up but it blows. And its taken literally years to get to this point. The game is just too ahead of its time.
because it's not a game , it's a vaporware to sell later the engine
People have been screaming at each other over SC for years. The game kickstarted hundreds of millions of dollars and has spent several years working on it while selling in game ships for huge amounts of money. That just about catches you up @_phosphate.x_
I can't wait to start hauling as well, I've got a Starfarer Gemini, so I'll be hauling different cargo with some heavy armour and guns.
"Why is Hauling Really Fun? " i don't know you didn't show hauling. no cargo, no transatcions, no hauling just a ship and a bunch of laggy people.
yea dude every star citizen video is just bored people who paid for this too early.
@@bongarust694 ^
bonga rust star citizen literally looks like the worlds most boring game
@@kaydnburns5935 The only thing fun about it is Big fights with Hammerheads and 890s
brutus brutalis Except I’m having tons of fun allready in a game that far exceeds a lot of other AAA titles contentwise at a lower price. Your statement might had held water two years ago, hell maybe even one but now it’s really shaping up so call it a scam as much as you want but many of us have allready gotten our moneys worth
The Empire: our ships are big triangles
Roberts Space Industries: we deliver one box in a huge cargo.
Damnit I love this game so much. Persistence please come soon, I dont know how much longer I can save myself from this game
Persistence is the only reason why I'm not playing it right now. Currently, when a new patch is released, I'll experience the new stuff, log off and return when another patch is released.
@@Krommel honestly I fully believe this is how the game will stay perpetually. New stuff added in a patch, but never out of early access. Just endless early access content patches
They should add jumping on coordinates. So you can choose to come in anywhere you want. But make them manual calculations for added difficulty. Not just a map click or something. Would also be nice to make waypoints like that for your autopilot. So you can just quantum travel from coordinate to coordinate on autopilot. Whit maybe a self programmable delay before you start jumping to the next waypoint. Or maybe some forced cool down time after several quantum travels. Would be handy to do long trips while you do things in your ship. This would also create some tactical gameplay. Cause with jumping whit coordinates you can jump close to stellar objects. So if your shields are better then the pirate ones you can jump close to that stellar object and maybe stay there for a little till the pirates give up or your shields become overheat. Make it so that the sensors will give bad readings when trying to scan that ship really close to the stellar object. This will provide the ability to sneak out of the sun at the other side and jump away without them knowing.
The suns deadly radiation and heat go's far out into space. This is mostly not well simulated in space sims. The influence sphere of the sun should be way bigger. "The standard space suit will keep an astronaut relatively comfortable at external temperatures reaching up to 248°. Heat coming off the sun dissipates over distance, but a person drifting in space would begin encountering that kind of heat (the five-yard line) some three million miles from the sun. "It would then be a matter of time before the astronaut died,"".
Lets say as example that a shielded space ship can only come 10% closer then that. And a normal shielded space ship 20% closer. You can get more shield upgrades to get a little closer. This can also work with sensors. So if you have bad sensors you can maybe only scan 15% into the sphere of influence of the sun. And with really good sensors you can scan way further in.
What do you think of this idea? Would be nice to hear your thoughts on this after my lengthy text :) Sorry for my English. It's not that good.
This also adds the nice bonus that if you calculate the jump incorrectly you can quantum travel to far into the sphere of influence of the sun and get heavily damaged or even explode. Or quantum travel straight into a planet and disintegrate. Quantum traveling like this into the planets atmosphere or the gravity well of a planet should cause heavy damage. This idea gives way more dynamic and realism with navigation and provides you with more tactics to work with in the empty space. This idea you can also implement with Nebula's that are hard to scan or that clog up your engines if you travel trough them. So if you have the right filters you can travel trough them reasonably save with some managing of the engines. And pirate ships with these filters can wait in an ambush inside the nebula hoping that their sensors will pick you up deep inside the Nebula where you in your cargo ship try's to get a more save route away from all the sensors of other ships that might be trying to intercept you in regular space. Some nice cat and mouse games can be played like that. Sensor and engine degradation should be a thing inside nebula's. Depending on the density of that Nebula.But every type of Nebula should have their own characteristics. And some engine should respond different then other engines in the same nebula. There are many way's you can play with this concept. And again i seriously hope you respond to this. I wonder if other people had the same idea and if this is feasible and fun.
If you going to haul precious cargo like this there must be way's for you to hide and escape in a somewhat believable and at the same time fun way. Technological and environmental way's. It will also adds more meaning on what type of engine you will buy and what kind of sensors. so there will be a lot of upgrade options to play with depending in what area you transport most.
I literally just want my hull to be released so I can start shipping with it
I've been loving doing cargo runs in the Cat. I have similar experiences, but currently in 3.6 I have found that the most profitable route is just a one way so it can get pretty boring. Looking forward to see what they have done in 3.7 to make hauling more interesting.
whenever i see the two Words ''star citizen'' i just imagine that man flying off into the void
lol, does it go something like this? ua-cam.com/video/vPlyS2FDG-A/v-deo.html
@@nickskizekers1906 that is amazing
I mean, free merch is cool and all. But what's even better is buying the merch to support the creator. I bought the quantum fluctuation in the elevator as a hoodie cos it was my favourite design. Keep up the absolutely amazing work Morph.
i feel like with this logic, being a pirate is more fun.... more to gain less to lose. id rather stumble across treasure than defend my family
Nah, theres more to lose, cause there will be consequences for being a pirate
like what? i dont actually play this game. i just watch vids
@@notanonymous3976 I don't know about this game, but it could be similar to other games where you get a bounty placed on your head, so the longer you are a pirate and the more you kill and stead, the higher the bounty will be.
This results in more and tougher enemies trying to take you out.
@@notanonymous3976 Well it limits the stations you can go to, big turrets shoot you, and you will be shot on site by security forces. When I last played, like a month ago, security forces will interdict you several times to scan your cargo on a single jump, they are in groups of three with decent gear.
I never really got in to hauling until I got the Cat too. It's one of the best ways to earn aUEC right now! It's also fun because it's very high-stakes until you're well over 2 million UEC. Even starting out with scrap it's high stakes coz you can bet the whole house and lose it if you're not careful (or if you're unlucky).
I like the ship because it reminds me of the cowboy bebop cargo ship
Space trucking is amazing in Eve if you’re a jump freighter. You pretty much take one of the slowest most vulnerable ships into thee most dangerous territories. I love it.
"...you need a team mate" and I'm out. I'm not letting anyone on my ship only for them to steal it the second they get a chance
@@AppleGameification I don't play enough to start a friendship
soundslave
go on discord and find some cool trustworthy people. its not that hard haha
@@user-sx4qu4dz9z Maybe he don't want to? Like me, I just wanna play solo. I don't want to be social. I have a daughter and a partner for that. When I play games I do it to escape the social aspect of my life. I do it to be alone, not to be bothered by other uninteresting humans.
My career is stressful. I'm married, I've raised my kids, my wife and I are caregivers for my adult son. The last thing I need is stress when I'm gaming. I'm not the least bit interested in the combat aspects of Star Citizen unless it's an experience I'm having with multiple friends. Other than that, I'm perfectly happy to fly low-impact cargo missions or do mining. I really enjoy the Cutlass Black and ROC combo for mining. My favorite ship for cargo missions is actually the C8 Pisces Explorer variant. It sips fuel, I spend almost nothing operating the ship, especially for multiple small cargo runs in a singular planetary group. It literally feels like I'm driving a cargo van. It's a nice way to relax before bed after a 12-hour shift.
You know what would be really fun? If this game ever comes out.
I Agree ive waited 5 years and im not getting any younger
Amen, brother. If there's no potential for significant loss in a game, there's no emotional connection. I've been saying this since Ultima Online.
Is this game out?
I love cargo runs and all that comes with it, but the most frustrating thing right now isn't pirates or space cops, it's crashes. Crashes and disconnections from the server and you've lost ALL your cargo, gone to the ether and therefore ALL your credits. Loosing 20,000 due to a bug is really disheartening.
Watched this while shipping in my Caterpillar
... I just got an idea of something that would make the caterpillar like an Actual Galleon of old.
Ground based cannons and missile launchers. So you could load the bays with them, amp the directional shields, and have an actual broadside monster.
Load up anti ship cannons, and you have a capital hunter. Load up swarm missiles, and you have an escort anti-fighter that can protect entire sides of a convoy. Load up artillery cannons, and you have an area denial planetary gunship.
And if two of these type of ships meet up to fight, it's going to be an absolute sight to behold
3:20 He didn't even pull out his gun, that's straight up murder.
If he drops a gun that means he tried to get it out right?
Han shot first
He should be spared because, why, he's an incompetent pirate? GTFO. Newsflash, he's still a pirate and piracy is punishable by death.
Shipping is engaging now if you are a popular streamer who everyone wants to play with.
An average player's experience: hauling is lonesome and boring, as your friends cannot share your profit, so they basically are wasting time.
Wow , Great ! The game will coming really soon . And you don't have to wait more than 20 years . Isn't that a great news ? And probably before you die , you will enjoy it . That's awesome !
I really hope that sometime in the future, they release monstrous supercruiser vessels. Mile long beasts that REQUIRE a fully decked crew to operate. Something like Eve Online’s Titans. They’d only be purchasable with the combined efforts of dozens of people pooling together their credits
I heard the game wasn't even close to being finished tho
It never will be... There are quite a few videos on UA-cam about it.
Its a cash cow
Well I see that as being a good thing. Means it's very ambitious. Why the fuck does it matter that it isn't close to being finished, and that it's a cash cow etc. Look at this guy playing it. He enjoys it and he's making videos about it instead of playing another game. As long as he enjoys it it doesn't really matter how close to being finished it is. As long as you get your fun for the money you paid. Plus, you don't have to pay real money for new ships. Just rent using in-game cash. Later on purchase them using in-game cash too.
@@Archenuh You sound like a fucking brainwashed cultist.
IT will never be close to finished . it will be the biggest crowd funed scam in history
of course the right ship is important, but when compared to other games, the reason trade in SC is more fun is because of how you trade. in elite for example it's boring af, you land, you look at an excel sheet, you fly to the next station. in SC you have to get out of the seat, go to the terminal and in many ships you see what you've bought in the ship when returning to the cockpit. you see what you're hauling, it's not just a number in a table but an actual crate and that's what makes it so much more fun (and immersive)
It was fun, I really wished we were interdicted by the police or a player and had to fight them off... would make the experience a lot more thrilling with more risk~~ Thanks Morph~
The thing they should add soon is being able to transfer cargo/jettison it and retrieve it. And being able to transfer credit to players.
Until they add these, pirating sadly only boils down to blowing other ships up.
Interdiction is great imo but until they give players the proper toll, pirating is just going to be a fancy word for griefing.
As much as he criticized eve online. At least on eve online the pirates usually negotiate with you to either pay them or jettison your cargo.
Frankly interdiction should have been added after tools for proper pirating had been added. As right now, it's just a grief tool to blow other players up.
There are no incentives to commit actual pirating role play. Just griefers that blow you up for the lols.
I with the people that think it will only make griefing worst because the systems to make pirating possible are simply not there yet.
I would have been much more excited if they added the possibility to take my cargo or ransom me.
Interdiction without these is just going to mean that you ll be ganged up and destroyed senselessly by a bunch of bored trolls.
Cool things that could be added in this game.
Some indignous hostile creatures in the planets, also, you could set up some NPCs as colonists to work as some kind of asset in the game.
You could make huge ships that make the trasportation of this colonists, and them, for beggniers you could set up missions of resuply, rescue missons, bounty hunter missons, and even pest control, in case of handling with indigenous hostile life or simply, extermination from rival competition.
The possibilitys are endless.
"Hauling in EVE is boring"
Clearly, you've never run a blockade runner with 20bn isk worth if cargo through 30 Null-Sec systems.
That was some really smooth landing. Must be using a flight stick. I'm keyboard mouse all the way. I'm always having to f4 and hold z so I can make sure I'm clear and level. Think its time to stop taking long breaks from SC and start getting better. Been supporting it since 2013 I think
Star Citizen seems like a hot mess... Although, I did enjoy this video.
It's an alpha, we almost never see open alphas.
Looking forward to how they tackle so many different careers. Science, engineering, exploration, hell I'm curious if they will have a gameplay mechanic for tourism/passengers, like transporting NPCs and you have X amount of time to get them from A to B (then to C, and D, and E) and need to keep them satisfied with food, service, and safety.
As much as this game calls to me, the money grab aspect to it is wayyyy to strong.
What money grab aspect? It costs $45. One time.
@@captainchaos3667 He thinks SC isn't going to get made and that they are just going to steal his money I think. Hard to change the minds of these kinds of people, they're usually pretty dead set on their belief.
@@davideek8248 Prove him wrong then he will change his mind, like ill change my mind, because I get where he is coming from.
@@X3105i You can buy new ships in game, it only cost $45 right now and does go on sale during the anniversary sale: There is your proof, believing anything else is just opinion.
@@X3105i Why should I? All information is available online, I'm not obligated to do anything. You want to play? Buy it. You think it's a scam? Read up. Simple as that. We've been arguing about this since 2012, fucking enough already.
Morph, coming from the future in 3.15 PTU. We now have 30k crash saving and the trade volumes got buffed! This video is so accurate right now.
Is there a persistent universe yet? No ? Not much to talk about then.
This is purely my speculation but the way I see interdiction ships going is that there will be other ships that are bigger, more well armed, and armored but for their size their arms and armor will be lackluster due to the space, weight, and power taken up by the interdiction device. This would create a dynamic where large interdiction ships could target small cargo haulers and such but if you actually wanted to go after larger cargo ships you’d need a team with you. I also imagine it being that as they kill you they’ll be free to jump making you a priority target when interdicting. Perhaps as a further balancing method interdiction ships take a penalty to their other systems such as their energy weapons’ fire rate and their shield’s recharge rate while the field is active due to the massive amount of power draw. With a properly coordinated team you wouldn’t need to keep the field active after pulling them out because they wouldn’t be in a position to jump with risking being taken out. I feel this would help to balance out interdictor ships so that they’d require a measure of skill and team coordination to take out large hauls, you could still take out people on your own but you’d always have to target vessels smaller and less armed then you bringing down profitability.