ASP making more credits/hr than a Cutter... Really?

well i said it once and il say it again. (i usually say it in the "oh woe im quitting now smuggling is impossible threads")

Smuggling is not quite right.
its more difficult than it was but not in the right way at all.
I personally think the way to fix it is:

1: get rid of fail on scan.
2: make space police only appear where they should appear. (shouldnt be space police in lawless space)
3: Space police demand that you stop. if you dont you get a bountie and become wanted "just like when you kill some one"
4: if you do stop and let them scan you they demand you dump the cargo. (if you dont then you become wanted and have a bountie)
5: This wanted bounty is for every where apart from lawless space (it wont just be for the system you were in when caught)
6: the wanted bounties only last 1 day and have no credit value so do not have to be paid off any where.
7: all smugling cargo should be mission specific.

the above would be a more realistic set up. and you risk loosing the mission and ship if you dont comply with the police (because they will try and kill you, so will the outpost if you get scanned at the outpost)
because cargo is mission specific. if you get killed you lose the cargo and you cant finish the mission..

i know this will make a lot of the players who want an "I WIN" button complain that its making the game more grindy.
but none of the above would prevent you from finishing the smuggling missions. it would just make them higher risk, and i also think more entertaining.

also if they can keep space police out of lawless space, then you can plot a course that travels mostly through lawless space to avoid the cops. (more pirates there though) and if the mission time limits were like 90mins - 2 hours. you would have to decide on a course that was as safe as possible and did not take too long.

i dont see any issues with the above idea. (although being able to plot a course of 40 or so jumps manually would be really usefull)
so i may eventually make a dedicated thread about it, because i do seem to be typing it out a lot now.
 
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Shadow missions pay crap money, I'm talking bulk haulage missions 4 mill to haul 60 tonnes, sometimes big amounts like 160 tonnes, still the massive cargo bay means I can soak it all up whilst rotating between ports. Once full, I do the run back into the bubble, many missions are to the same planetary ports or orbital starports. I'll pick up the occasional smuggling mission if the pay is very good

Thanks, will have a look at this!
 
I have never worked out how many credits I am making an hour, and I never will. Does it really matter?


In many ways, it shouldn't. Still, for better or worse, this a is multiplayer game and those that strictly keep to Solo are a rare breed. And within the game, the value of credits is one way of measuring success. Not that I believe in it myself but that doesn't mean I would deny other their enjoyment, which seems to come from measuring bank accounts and comparing who can make the most in an hour.

On a related note (and obviously this isn't targeted at yourself), we had a cheater in our group (they're still on these forums and in game) who used the same arguement to justify them freezing the regstery to give themselves invincible shields. As far as they were concerned, they were in Solo most the time, so it didn't matter.

That they could (and did) switch to Open with their credit hoard, in their decked out Conda, to face off other players and the like seemed not to register with them.

We gave them a chance to change, they refused. They got booted.
 
I accept nothing less that 5 - 6 million for Max 5 ton haul per mission. Shadow deliveries.

Hehe, well yeah I could do that in Cutter, 700 tonnes worth and have the entire galaxy spamming me on the trip back! :D

@amigacooke - No it doesn't matter, as long as you have the ship(s) you want in game, money becomes meaningless unless you are saving for more ships. When Ranking with the imperials I was dumping millions of credits worth of cargo if I was not going to be back home before a timer ran out, couldn't be bothered to find a black market at times.
 
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well i said it once and il say it again. (i usually say it in the "oh woe im quitting now smuggling is impossible threads")

Smuggling is not quite right.
its more difficult than it was but not in the right way at all.
I personally think the way to fix it is:

1: get rid of fail on scan.
2: make space police only appear where they should appear. (shouldnt be space police in lawless space)
3: Space police demand that you stop. if you dont you get a bountie and become wanted "just like when you kill some one"
4: if you do stop and let them scan you they demand you dump the cargo. (if you dont then you become wanted and have a bountie)
5: This wanted bounty is for every where apart from lawless space (it wont just be for the system you were in when caught)
6: the wanted bounties only last 1 day and have no credit value so do not have to be paid off any where.
7: all smugling cargo should be mission specific.

the above would be a more realistic set up. and you risk loosing the mission and ship if you dont comply with the police (because they will try and kill you, so will the outpost if you get scanned at the outpost)
because cargo is mission specific. if you get killed you lose the cargo and you cant finish the mission..

i know this will make a lot of the players who want an "I WIN" button complain that its making the game more grindy.
but none of the above would prevent you from finishing the smuggling missions. it would just make them higher risk, and i also think more entertaining.

also if they can keep space police out of lawless space, then you can plot a course that travels mostly through lawless space to avoid the cops. (more pirates there though) and if the mission time limits were like 90mins - 2 hours. you would have to decide on a course that was as safe as possible and did not take too long.

i dont see any issues with the above idea. (although being able to plot a course of 40 or so jumps manually would be really usefull)
so i may eventually make a dedicated thread about it, because i do seem to be typing it out a lot now.

I'm liking your Thoughts on possible Smugling changes...

It would lend credence to the olé "Made The Kestle Run in Twelve Jumps(Parsects)" instead of a safer route requiring Twenty Jumps(Parsects)...

She ain't Pretty, but she's the Fastest Smugglin Ship in da Galaxy!

:D

-gus
 
For the long range missions, I am in an Asp at the moment with 76 t capacity, the Anaconda with 404 t capacity is parked up.

The Asp is more fun, jumps (LY) further and is able to get out of trouble. I mainly play at weekends and so dont like more than 6 deliveries as it ties you up for too long.
 
I'm liking your Thoughts on possible Smugling changes...

It would lend credence to the olé "Made The Kestle Run in Twelve Jumps(Parsects)" instead of a safer route requiring Twenty Jumps(Parsects)...

She ain't Pretty, but she's the Fastest Smugglin Ship in da Galaxy!

:D

-gus


I aways switch the Robigo Run in my head for Kessel Run... the analogy is 50% of the fun of it!

and FSD will always be hyperspace for me ;)
 
I am not asking to get rid of it ... Was just wondering that it sometimes is too easy to make more credits in a small and cheap ship than in a dedicated trucking machine that isn't really fun to fly in ... And I love my Asp but I will not touch the Cutter again cause there is no real reason for it ... Except perhaps long range trucking so gonna try that.
 
I mainly play at weekends and so dont like more than 6 deliveries as it ties you up for too long.

Yep, starts taking too long for me when I get over 6-8 drops, used to use a MkIII but changed to a DBX for the jump range, which inadvertently increased the fun factor because you can't always beat the scan by just boosting

I am not asking to get rid of it ... Was just wondering that it sometimes is too easy to make more credits in a small and cheap ship than in a dedicated trucking machine that isn't really fun to fly in ... And I love my Asp but I will not touch the Cutter again cause there is no real reason for it ... Except perhaps long range trucking so gonna try that.

You should try your Cutter the way 777Driver suggests, seems a shame to let it gather dust after the work on getting the rank/crds
 
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Yep, starts taking too long for me when I get over 6-8 drops, used to use a MkIII but changed to a DBX for the jump range, which inadvertently increased the fun factor because you can't always beat the scan by just boosting



You should try your Cutter the way 777Driver suggests, seems a shame to let it gather dust after the work on getting the rank/crds

Thats my evening tonight planned ;)
 
Having a bigger ship does not have to equal automatically pressing a "more millions than everybody else" button. Ships are tools. Some tools are better than others, but in the end still tools.

Trading profit is fine as it is. Illegal activities too. It was ridiculous before when illegal smuggling payed less than legal trading. Why would there be smugglers then? And yes, smuggling is smaller ships makes sense, as they have a lower profile. And yes, a small propeller airplane filled with cocaine makes a larger profit than a Jumbo Jet airlliner, at the cost of bigger risks and consequences.

My only gripe with horizons and trading is that FD failed (again) to expand existing occupations with new content and mechanics... The whole trading system could have been revamped with planetary landings. Things like going to a planetary mine to buy minerals directly from source at lower prices, then optionally taking them to a dedicated planetary refinery to sell them for a higher profit (avoiding retail prices at stations), or pay to turn them into metals, and then going to a planet on a industrial system to sell them directly at factories, or turning them into consumer products to sell at tourism / service / etc locations.
At them end, you could choose between the easier and quicker current retail trading between stations, or do the whole circuit yourself taking things directly from source to end-buyer, across all the transformation (or just partially) for higher profit, at the cost of longer durations. You could even mine the minerals yourself (at asteroids, or planetary mining sites), make the whole (or part of) the transformation circuit and end up with high end products to sell from millions. It would be far more interesting and add more diversity than the current trading system.

Unfortunately, FD went with the silly base raids and "searching"(*) for materials, and peak-a-boo POIs, and "search"(*) and rescue pilot-in-a-can, and other similar disconnected mini-games, wasting the chance to enhance existing mechanics and possibly add new interesting ones.

(*) you aren't really searching for anything, you just fly randomly at any direction and the "searched for" thing will eventually be placed next to you...
 
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Do you Mean 'Shadow Missions' Sir? or just standard 'Illicit Cargo Missions'?

What's the difference please? Nowhere ready to do any and I suspect by the time I am they will have died but I assumed shadow missions were just smuggling slaves?
 
What's the difference please? Nowhere ready to do any and I suspect by the time I am they will have died but I assumed shadow missions were just smuggling slaves?

Shadow mission is transporting Illicit Carg from A to B and if you get any sort of scan you lose that and all other Shadow mission you have taken.

Standard type smuggling missions are taking Illicit Cargo from A to B, but you won't lose them if you are scanned.

HTH

Then maybe I will see you in the black.
Go easy on me, my smuggling ship only has one medium turret beam for tickling the cops that try to scan me :D

I can't harm you as my smuggler has no shields and No weapons!!! Ultimate RUN machine......Thats all i can do and do do! (ASP and Cobra, both setup like this Max jump range Max Boost Speed are my weapons!

PS. The cutter i'm taking tonight does have some teeth though :D :D
 
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Then maybe I will see you in the black.
Go easy on me, my smuggling ship only has one medium turret beam for tickling the cops that try to scan me :D

Really, just one turret ? You are not the first person I see smuggling with an almost unarmed ship but I never understand why anyone do that.

Whether I smuggle in a Cobra III, IV or an ASP, I always gear up with boatloads of gimballed pulse lasers. Last night I got successfully interdicted like 15 times and I always find that being heavily armed to vape those anarchic pirates is way more faster and secure than boosting away.

Even with cops, sometimes vaping them will get me wanted in some obscure pass-by system LYS aways from my "home" systems so I don't even care doing it.

And lasers don't shorten the range in a significat enough way to ditch them, at least that's my opinion.
 
Really, just one turret ? You are not the first person I see smuggling with an almost unarmed ship but I never understand why anyone do that.

Whether I smuggle in a Cobra III, IV or an ASP, I always gear up with boatloads of gimballed pulse lasers. Last night I got successfully interdicted like 15 times and I always find that being heavily armed to vape those anarchic pirates is way more faster and secure than boosting away.

Even with cops, sometimes vaping them will get me wanted in some obscure pass-by system LYS aways from my "home" systems so I don't even care doing it.

And lasers don't shorten the range in a significat enough way to ditch them, at least that's my opinion.


Smuggle in my ASP and Cobra both have no shields and no guns....SPEEEEEEEED is my weapon

http://coriolis.io/outfit/cobra_mk_....Iw1-kA==.IwBhvMuhmKg=?bn=Wasp0_Mission_Cobra

http://coriolis.io/outfit/asp/05D5A...w18WQ==.Aw18WQ==?bn=Wasp0_Smuggling ASP_Ver02

these 2 ships have earn't me over 500 mill. Been destroyed once and that was when I mistakenly pressed boost inside a Station and rammed the back wall DOH!!
 
Really, just one turret ? You are not the first person I see smuggling with an almost unarmed ship but I never understand why anyone do that.

Whether I smuggle in a Cobra III, IV or an ASP, I always gear up with boatloads of gimballed pulse lasers. Last night I got successfully interdicted like 15 times and I always find that being heavily armed to vape those anarchic pirates is way more faster and secure than boosting away.

Even with cops, sometimes vaping them will get me wanted in some obscure pass-by system LYS aways from my "home" systems so I don't even care doing it.

And lasers don't shorten the range in a significat enough way to ditch them, at least that's my opinion.

I know, but I like the evasion method. It gets my blood pumping, I can shoot stuff anytime

Been destroyed once and that was when I mistakenly pressed boost inside a Station and rammed the back wall DOH!!

I know that pain, especially when I decided to swap the boost button with the land gear button for easier access while fleeing :eek:
 
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