The Smuggling discussion thread


A week ago I had no complaints. I could fill-up my hold in an hour or two with decent missions netting in around 8 to 13 million an hour, which seemed a good and still make it worth while. That was at an even lower rank...

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I did a few last night in a 72T Asp, and did about 8-10 million in 3 hours, (plus 20T of the Sothis Crystalline Gold) so really 52T for the missions, I did hit all 3 stations i.e. Robigo, Ceos and Sothis)
88% of the way to Elite for trading and Elite for Combat.

I'm getting significantly different results... One that nets in 20 mil /hour and you at less than 3mil/hour. That's HALF the profit of brainless back and forth trading I make...

Exactly the point I'm trying to make, how much nerf is too much? This seems like being too much imho.
 
Hi guys,

ive recently been getting into these long range missions, went out to Almagest last week on the advice of CMDR Matemaster.....made 35 Millon in about 4-5 hrs (thanks CMDR :))

However, are there any Empire stations a long way out where I could do the same?

Cheers,

J.
 
Hi guys,

ive recently been getting into these long range missions, went out to Almagest last week on the advice of CMDR Matemaster.....made 35 Millon in about 4-5 hrs (thanks CMDR :))

However, are there any Empire stations a long way out where I could do the same?

Cheers,

J.

Fehu....
 
You think 5 mill an hour is bad for a low ranked trader? Kids today... :p

I'm trying to contextualize, and low-ranked isn't strictly adequate. Making half the profit at a superior rank and less profit than an activity requiring little to no input and insignificant risk is what I'm trying to reason against.
 
At the moment long range smuggling only pays out high if you are Elite Tycoon rank, the devs have said they will make further adjustments for 1.5 [...] The balance on my end of the scale feels right.

I agree 100% with this. The balance is just right now.

It's my no.1 fun occupation at the moment as it incorporates so many aspects of the game. Hauling/trading. Interdiction by pirates and security forces with fighting/fleeing. Exploring (quick fog horn). Working out quickest routes. Speed fuel scooping. Stealth docking with illicit goods.
 
Don't fines eventually turn into bounties? (after about a week iirc)

yes, they do.

so, yeah, if you are trying hard, you might get wanted by not paying yout fines.

also, if you boost into a station with illegal goods, you might destroy another ship, and get wanted.

but basically that's it :-/

___

if you are caught smuggling, your reputation gets a hit, so - if you are a really bad smuggler, you might get an enemy of a faction at some point. than all ships of that faction will open fire on you on sight...
 
Thanks all! So bottom line, in order to taste the sweet life of a criminal on the run, I need to get worse at smuggling :)

Yes, a good smuggler doesn't get caught ;)

Although sometimes I react badly to authority ships that have the audacity to pull me over for a scan... and that does lead to bounties!
 
Thanks for the feedback & suggestions. The video was intended for more novice pilots who may not be ready for FA off & disabling thrusters while silent running. And may not have headtracking or be familiar with target selection enough to know to check those things. I just wanted to show the very basics. And do them in the largest ship available to prove it can be done with any ship. I'll be the first to admit this isn't the "best" way ;). Personally I find it's the "easiest".

If I get around to making a more advanced video, I'll definitely include your suggestions. Although that won't be before 2.0 (and then some.. probably 2.1 ~ 2.2). Hopefully by then the Panther Clipper / Type-10 will be available :D

Thanks again for the constructive criticism.
 
NEVER needed to use silent running to get into a station, but sometimes used to escape station when mission stations both class cargo as illicit cargo.

Stations slow to scan it's the police in the area you normally have to worry about.

My normaly method is to face station at 7km, line up enter way with thrusters and boost plus full speed until in enter slot then 0% throttle and deply landing gear, this kills forward speed quickly before you hit back of station.
99% of the time this works unless you meet a Type-9 leaving station, in which case it close fly by station and get clear to 7km to start again.
 
My normaly method is to face station at 7km, line up enter way with thrusters and boost plus full speed until in enter slot then 0% throttle and deply landing gear, this kills forward speed quickly before you hit back of station.
99% of the time this works unless you meet a Type-9 leaving station, in which case it close fly by station and get clear to 7km to start again.

I used to do that in smaller ships but when I picked up my Type-9 I noticed (with D rank "fireworks" for thrusters) landing took forever and time is money :D. Not to mention, when you're in a Type-9, any other ship in the mail slot can pretty much ruin your day. :p

One time I even missed the entrance after boosting a little late while not being properly lined up. I ended up hitting the side of a station, while flying without shields, that took my hull down to 8% (from 80% after a run in with an NPC pirate in a Federal Dropship).. I was carring a full shipment of 532t of Imperial Slaves)... After hitting the station I took my time getting in and I was scanned, adding a 2.2M fine on top of everthing else... (that I still haven't payed x). That day I decided to fly under the radar all the time and I haven't been scanned since.
 
I'm only an entrepreneur and I'm kicking the what-not out of robigo right now. 4 hrs play spread over last night and the night before = smuggling missions up to 6M each time and total profits of nearly 80M credits. I'm like a squirrel before winter, harvesting credits for the 1.5 ships.
 
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At the moment long range smuggling only pays out high if you are Elite Tycoon rank, the devs have said they will make further adjustments for 1.5

I doubt they want to kill regular trading for lower ranked cmdrs. For Elite traders I think it's fair that long range pays out more, we have all been trading regular routes for a long time. I'll pull in about 150 tonnes of mission cargo in an hour if I'm not too picky (I don't log out and back in) So I'm pulling in about 15-20 mill an hour, pre adjustment I was making 50+ mill an hour.. The balance on my end of the scale feels right.

That's what I've read too, that it was coming back. Because, frankly, the current smuggling missions I get offered are laughable. 76325 Cr to deliver in a system 3 jumps away? Really? No, thanks.

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At the moment long range smuggling only pays out high if you are Elite Tycoon rank, the devs have said they will make further adjustments for 1.5

I doubt they want to kill regular trading for lower ranked cmdrs. For Elite traders I think it's fair that long range pays out more, we have all been trading regular routes for a long time. I'll pull in about 150 tonnes of mission cargo in an hour if I'm not too picky (I don't log out and back in) So I'm pulling in about 15-20 mill an hour, pre adjustment I was making 50+ mill an hour.. The balance on my end of the scale feels right.

I'd be curious to learn about those stations where you get those missions. In PM if you don't want to publicize them...
 
...The current state of politics within the stations may play a role, however to put things in context 2 hours to spawn missions plus another 3 to 4 hours of accomplishing them totals to about 5 to 6 hours with missions worth roughly about 20 million credits. A simple division brings this to 5 million credits an hour as an entrepreneur...

I'm Elite and make about 19M/hr. As Tycoon, I was making about 12M/hr. As Tycoon, I probably could've made more knowing what I know now. Last night, made 86M out of Takurua for 4.5 hr of effort. I suspect that you have much room to improve if you're only making 5M/hr. There are several factors that can contribute to time loss:
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1. Never fight pirates if you're about to jump to another system. The time to submit to interdiction and flee compared to the time to fight is significant, given the sheer number of pirates that want a piece of you.
2. Always kill pirates in small ships if you're interdicted in a destination system on route to a station. This prevents repeat interdictions which take more time than the initial fight.
3. If you're going to submit to interdiction with intent to flee, immediately drop throttle to 0 and keep the ship pointed towards your destination to avoid losing distance during the interdiction. You might still lose some distance but this tactic keeps it to a minimum. I once did this and broke the interdiction cuz I ran into a planet (emergency stop). It was hilarious cuz the pirate never knew what hit me and he didn't follow.
4. Sell all Hydrogen Fuel and Biowaste at the starting station and rebuy it within the bubble. You'll need to invest in locating good sources but this tactic increases your jump range to reduce travel time to the bubble. Some sources of Hydrogen Fuel and Biowaste (Nastrond, Terra Mater) require permits which are easily obtained but they're worth it as they provide both fuel and biowaste in contrast to other stations which only provide one or the other commodity.
5. If you're flying an Asp, use multiple fuel tanks rather than a fuel scoop and use Te Kaha as a way station to refuel. This minimizes the chance of interdiction on transit to the bubble. Using a big fuel scoop takes away too much cargo space. Using a med or small fuel scoop makes you a target for too many pirates and security (if you're smuggling).
6. If you're flying a Python, use a big fuel scoop and one small extra fuel tank to eliminate the need to refuel at Te Kaha. Locate waypoints (e.g. Wirigans) for inbound transit that provide a route full of scoopable stars yet keep you reasonably on course toward your initial delivery station. Using a big fuel scoop (size 5) keeps the topoff to the FSD cooldown period.
7. There's another trick with forcing a BB refresh to reliably get new missions but you'll have to send me a message to hear about it. While my method seems to increase the time to get new missions, it actually reduces the overall time.
8. If you're taking smuggling and delivery contracts, deliver all smuggling contracts first to minimize time loss in security interdictions for systems where you're not delivery illicit cargo. This may seem like you lose a little time making big in-bubble jumps but it does save time.
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P.S. In a Python, I usually accept around 70 to 120 missions for delivery in a single night.
 
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I haven't tried this yet, but if I get the gist...

You go to a system near the edge of occupied space, and they give you delivery missions (some are illegal at dest) to a cluster of stations about 100ly away? And somehow if you take enough missions, they ending payout is 15-20 M/hr (assuming Elite in trade)?

Do I have that right? The best regular trade route I have is 7.5 M/hr in my trade conda. I can do that for days if I want to. I guess if this gets me more M/hr with a little more risk, I'll give it a try.
 
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