Bulk trading to get to elite trading rank.

When it comes to bulk trading to get to elite trader optimum way is to keep trading up ships to get something bigger with a larger cargo hold until you get to the largest ship. Bigger ships mean moving more cargo and therefore more profit per hour. The ideal bulk trading run would be a single hyperspace jump with the stations at each end close to the star. This saves on time and means you get more trips per hour. A->B->A routes give pretty consistent profits without needing to constantly track where you have to go to make money. Over a few hours the profits can drop but usually they don't drop too dramatically.

I put together a spreadsheet to try to work out how long it would take to get to an elite trading rank. The profit per ton was based on the best loop routes from http://eddb.io with a single hyperspace jump between systems and I assumed the ships would have an A rated FSD and all other components were D rated to give the largest jump range (for more trading loop options).

sidewinderhauleraddercobra mk4t6t7t9
ship cost (millions)00.30.72.7324.5102
profit per ton per loop3300330033003300330027002700
cargo hold size8182280104216496
profit per loop26,40059,40072,600264,000343,200583,2001,339,200
amount needed for next ship300,000445,0002,105,000705,00021,950,00081,175,000928,300,000
loops needed11729364139693
loops per hour4444444
profit per hour105,600237,600290,4001,056,0001,372,8002,332,8005,356,800
Hours2.841.877.250.6715.9934.80173.29
Cumulative hours4.7111.9612.6328.6263.42236.71
Cumulative profits300,000.00745,000.002,850,000.003,555,000.0025,505,000.00106,680,000.001,034,980,000.00
loops per hour4
profit needed for elite trader (millions)1015



A few things that come up from trying to rank up to elite trader.


1) The python trader myth.
Many people say they can make more money using a python rather than using a t9 because they can land at outposts with a python. This isn't really true unless you can find an amazing trade loop. Although the credits per ton per loop is usually higher (about 3300 compared to 2700 according to eddb.io) the number of runs you can make isn't much higher and the t9 wins out by having a cargo hold that's about twice the size.

Comparing a python and a t7 is a different matter though. The python will win in every way but one. It’s a lot more expensive. In an expanded version of the spreadsheet I included a python and it dropped less than 1% off the total time to elite so considering the cost it's probably worth ignoring it.

2) What about the Imperial Cutter?
Using a cutter can reduce the amount of time it takes to get to elite by about 20%. If you can get a cutter that's great but if you don't have the rank and don't want to spend the time getting the rank then it’s a moot point.

If there were a "no rank requirements" offer for imperial ships (as there has been in the past) then that would be different. Also, if the panther is ever released that would also make a difference. The fastest way to elite is to use the ship that can take the most cargo. Get the biggest ship you can.

3) What about rare trading?
Rare trading can be really useful at the start to earn seed money for bulk trading. The consensus seems to be that you can make around 1 to 2 million credits an hour from it with a cobra mk3. That's about as good as a t6 or maybe even a t7 doing bulk trading. But a t9 can easily make more money with bulk trading than is possible with rare trading.

4) Isn't this boring?
Spending hours flying between 2 systems in a t9? Of course it's boring. And if you look at the cumulative time spent to get to elite trader this way you'll be spending around 75% of your trading time in a t9 which isn’t exactly a fun ship to fly.

It’s probably a good idea to keep a vulture around to have some fun in. Maybe an exploration ship too.

5) 496 tons? A t9 can have more cargo space than that.
It can. I use shields and a docking computer. The docking computer is good enough that I can leave it to dock and can do something else for a bit while it takes care of the ship. It's not perfect but it's good enough and I appreciate having some time without having to actively fly the ship.

6) What about planetary bases?
I tend to avoid them because most of the time I've used them in the past I've found I need to jump to a system that's being blocked by the planet. When you’re on a planet about 50% of the sky will be blocked by the planet so it’ll probably take longer to go between systems.

7) Couldn’t you could make more money smuggling?
Smuggling profits count towards your trading rank, so you could just hang out at Sothis and pick up long range smuggling missions to make money.

It’s possible this could make more money. But bulk trading has a lot lower risk than smuggling. The worst that happens is that you get interdicted and need to boost away until the FSD cools down and you can escape.

One other thing to keep in mind is that some of the higher paying smuggling missions require high trading ranks before you can take them. Also, smuggling missions are at risk of being nerfed. If the BGS becomes more realistic there’s a risk bulk trading could be affected but that seems unlikely at the moment.

8) Lazy flying
Flying trading loops is boring. If you have any sense you’ll be doing something else at the same time (netflix, surfing the web, juggling geese, etc.) and so it’s good if you can not have to think much about actually flying the ship.

Use a docking computer. It saves you from needing to land. It’s just easier and you barely need to pay the ship any attention.

In a similar vein, if you can find stations close enough to the star (say, less than 100ls) then it can make a lot of sense to only use the throttle at 70-75% rather than going up to 100% throttle. That way you just have to worry about where the ship is pointing at rather than having to worry about throttling down when you’re 0:07 away.

Using these two techniques means flying between stations becomes boosting away from a station, hyperspace to the destination system, throttle to 0 in hyperspace, point at the destination station when you arrive in the system, throttle to 75%, drop out of FSD when you’re in range, get to within 7.5km of the station, throttle to 0 and let the docking computer do the rest.

The only things that require any real thought are getting out of the station and pointing the ship at the right targets (the destination system and destination station).

9) How can the time to get to elite be reduced?
With expanded versions of the spreadsheet above a few things became obvious.

If you buy intermediate ships then you can reduce the time slightly. If you add a cobra mk3 and a python into the spreadsheet above then the amount of time taken drops about 1%. The biggest effect comes from buying an imperial clipper. That reduces the time taken by about 20%. If any bigger ships appear in the future (such as the panther) then they will reduce the amount of time taken too.
 
nice thing, I just wish the game had more balance.

guess what did went robgo, made 40 million in 2 hours for shadow missions in asp explorer, and all this counts to trading. Why does it even? isn't trading basically buying and selling goods for profit? While a shadow mission is literally just a transporting job (of the hauling kind).

I think it would be better the game had next to trader, pilot and explorer also a mining and pirating rank to reflect these stuff.
Further all these illegal shadow missions don't even get shown on the screen, not as trading values there, nor as black market activities. So that statistical screen is missing like 80% of my Elite activities.
 
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Sorry to derail this a bit, but I never got how people could watch series on Netflix while trading? Unless you're hauling scrap to Hutton you constantly gotta keep an eye on how close you are to the station in SC, then lign up, drop out of SC, switch to docking computer for a minute and then sell your cargo.
When I watch a show, I like to watch it without interruptions. Or are we talking about watching a show on a second monitor or something?
 
Who still does bulk trading? Can make money so much faster in my asp than i ever could in my cutter... Yup, seems balanced.
 
I have to strongly disagree with a docking computer, over the span of getting elite the extra time and reduced cargo capacity meager though it is will add up. You will spend about 4 times longer to dock if you're really fast on both sides of the route
you also didn't include the anaconda or the cutter, nor did you account for bulk sandbox smuggling. From a type 7 to a cutter you can do sandbox smuggling, I've smuggled in a shieldless type 9 and cutter.
 
I didn't include the anaconda because it can't carry as much cargo as a a type 9, even if you don't have a shield on the anaconda. It's pretty clear from the numbers that the way to rank up quickly is to carry more cargo so why would you fly a ship which will carry about 50 tons less than a type 9. On top of that, because it costs about 1.5x as much as the type 9 it'll take longer to get it. The main advantage is the extra jump range but there's plenty of trade loops a t9 can do without needing to get an anaconda.

I didn't include the cutter purely because of the rank you need to get it. If there wasn't any rank requirement it'd be great. The more cargo that can be carried, the better.

I didn't mention sandbox smuggling for two reasons. Firstly I was concentrating on bulk trading and secondly I didn't know about it. I gather you take imperial slaves from a Zemina Torval exploited system to an Archon Delaine/Pranav Antal exploited system? :)
 
Anyone who says a T9 is a better trader than an Anaconda is not credible in my book.

The jump range is significantly higher in the Annie and the docking time is about half (docking computers are a crutch for those who don't actually want to play the game and hurt cr/hr when trading).

I have spent lots of time in both and am Elite trading with about half from bulk. I could not find a trade route where the T9 was superior to the Anaconda. Plus the Anaconda is more fun to fly (subjective, I know, but generally accepted).
 
I didn't include the anaconda because it can't carry as much cargo as a a type 9, even if you don't have a shield on the anaconda. It's pretty clear from the numbers that the way to rank up quickly is to carry more cargo so why would you fly a ship which will carry about 50 tons less than a type 9. On top of that, because it costs about 1.5x as much as the type 9 it'll take longer to get it. The main advantage is the extra jump range but there's plenty of trade loops a t9 can do without needing to get an anaconda.

I didn't include the cutter purely because of the rank you need to get it. If there wasn't any rank requirement it'd be great. The more cargo that can be carried, the better.

I didn't mention sandbox smuggling for two reasons. Firstly I was concentrating on bulk trading and secondly I didn't know about it. I gather you take imperial slaves from a Zemina Torval exploited system to an Archon Delaine/Pranav Antal exploited system? :)
Just as with the time investment you lose using a docking computer the same can be said about the rank grind to getting the cutter. You're also only looking at it from a mathematical standpoint, routes dry up and some of the best routes are 30~LY apart. If a route dries up and you have to relocate an anaconda is going to take far less time. If your second route has a further distance between systems again the anaconda will be the victor.
if you have a route that is only one jump in a type 9 then it will outperform the Conda true enough.
if it takes one more jump in a T9 than it would a conda you're still technically coming out slightly ahead. So long as you're running the type 9 without shields..
otherwise the conda wins, not to mention piracy, in a conda you can resist and keep your cargo in a type 9 you're dead.
the cutter has the highest mass lock so only another cutter can pin you from making a low wake. It's also fast unlike the conda and can outrun other large ships that may want to pirate you such as pythons, anacondas and corvettes the only things that solo can bring your shields down within the FSD cooldown period.
the cutter can also carry a significant amount over the conda and still has a good jump range it's not like the difference between a python and a clipper, closer a comparison between the type 7 and the type 9. The cutter is the perfect trader, it's a crap warship but THE perfect trader.

and yes as far as sandbox smuggling is concerned that's what I mean.
Right now sandbox smuggling is in the toilet but it is still better than trading.
again going back to the best routes usually being around 30 light years apart a "good trade route will be around 3500 per ton round trip A to B trading.
In a cutter that's usually a 3 jump route, a smuggling run is one way for the profits and you return empty. The profit is around 3600 - 3700 per ton so the route is about the same distance away but you're only going one way full of cattle I mean slaves.
3 jumps to offload, 2 jumps to refill which cuts the time to complete down by about a minute while making more per ton. Every ten trips you basically got one extra trip for free compared to the trading route in the same ship while making more money.
Every time I run a successful smuggling trip I make around 2.8 mill and around 2.5 mill for the trading route. So after ten trips in the same ship with routes the same jumps away from eachother I'd make an additional 6.1 million sandbox smuggling than I would trading. This is because of the one jump I saved on the return trip and the increased profit from smuggling in general.
 
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Anaconda beats T9 for trading. Yeah it has 10% less cargo but it can do routes more than 10% faster.

Also 2700 per ton loop is pretty naff. 3-4k is standard now
 
Anaconda beats T9 for trading. Yeah it has 10% less cargo but it can do routes more than 10% faster.

Also 2700 per ton loop is pretty naff. 3-4k is standard now

I'm sorry, but 3-4k is NOT standard now. 2.7k is still standard.

3k would be a good loop and 4k would be a class a secret. hardly standard.
 
I didn't include the anaconda because it can't carry as much cargo as a a type 9, even if you don't have a shield on the anaconda. It's pretty clear from the numbers that the way to rank up quickly is to carry more cargo so why would you fly a ship which will carry about 50 tons less than a type 9. On top of that, because it costs about 1.5x as much as the type 9 it'll take longer to get it. The main advantage is the extra jump range but there's plenty of trade loops a t9 can do without needing to get an anaconda.

I didn't include the cutter purely because of the rank you need to get it. If there wasn't any rank requirement it'd be great. The more cargo that can be carried, the better.

I didn't mention sandbox smuggling for two reasons. Firstly I was concentrating on bulk trading and secondly I didn't know about it. I gather you take imperial slaves from a Zemina Torval exploited system to an Archon Delaine/Pranav Antal exploited system? :)

I flew a T9 briefly then switched to the Anaconda because....the T9 is horrible to fly, the Anaconda can actually defend itself, and it has a much better jump range which can make it competitive to the T9.
 
I got the Cutter 2 days ago. Had to sell the A grade power plant of my Conda to kit it properly though. But that's alright. It's simply a very nice ship to "sit in". It's so pretty. This helps a bit in how you experience the game.

What still irritates me is that while bulk trading is fine, I'd like to do transport missions in it. However, most missions only require you to transport between 4 and 150 tons of cargo. I'd really like to see missions where you can fully utilize your ship's cargo capacity and actualy get some money for it. I'm currently Broker (71% through) and got that far with rares smuggling a couple of months ago.
But the game keeps giving me either low rank missions (bad pay and flying around with 95% empty cargo space) or shows missions that I can't get because my rank is too low. So why show them in the first place...?

Simple fix: let the game take notice of how much cargospace you have and generate missions accordingly. I've got 720 tons, so let me get missions that require the transport of 720 tons. Or multiple missions that have destinations in a bubble of 20 ly. Just like the smuggle missions do currently. You can stack multiple and, after jumping 400 ly, the mission destinations are within about 20 ly of eachother. Ofcourse, the regular trade missions shouldn't require you to jump that far. That would be way too much of a pain for too little gain. If Frontier can do this and get it right, it would make trading much more enjoyable for me. Especialy since I could use the missions to gain favor with the Federation. Actualy doing missions is much more fun than spamming donation missions (and you get credits for it).
 
I got the Cutter 2 days ago. Had to sell the A grade power plant of my Conda to kit it properly though. But that's alright. It's simply a very nice ship to "sit in". It's so pretty. This helps a bit in how you experience the game.

What still irritates me is that while bulk trading is fine, I'd like to do transport missions in it. However, most missions only require you to transport between 4 and 150 tons of cargo. I'd really like to see missions where you can fully utilize your ship's cargo capacity and actualy get some money for it. I'm currently Broker (71% through) and got that far with rares smuggling a couple of months ago.
But the game keeps giving me either low rank missions (bad pay and flying around with 95% empty cargo space) or shows missions that I can't get because my rank is too low. So why show them in the first place...?

Simple fix: let the game take notice of how much cargospace you have and generate missions accordingly. I've got 720 tons, so let me get missions that require the transport of 720 tons. Or multiple missions that have destinations in a bubble of 20 ly. Just like the smuggle missions do currently. You can stack multiple and, after jumping 400 ly, the mission destinations are within about 20 ly of eachother. Ofcourse, the regular trade missions shouldn't require you to jump that far. That would be way too much of a pain for too little gain. If Frontier can do this and get it right, it would make trading much more enjoyable for me. Especialy since I could use the missions to gain favor with the Federation. Actualy doing missions is much more fun than spamming donation missions (and you get credits for it).

I think it was never a good idea to make trader rank work with transport missions on full value. because real trading nets you only the profit ontop of your rank, while those missions give you "free" goods and therefore be 100% profit. And the worst si that muggling missiosn count in too. Make a few robigo runs and this boosts your trading rank like nothing else (and your credit account). There should be a seperate smuggler and pirate ranking tbh. I wodner if FD is going to consider this with the next patch and change it. Time passed so far but will stuff truly change?
 
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I flew a T9 briefly then switched to the Anaconda because....the T9 is horrible to fly, the Anaconda can actually defend itself, and it has a much better jump range which can make it competitive to the T9.

I prefer to trade in the T9. For me its not about max profit, its about choice. Whilst I explore and BH in the Anaconda, when trading I enjoy the change that the T9 offers.
 
OP is wrong, I prefer the look and feel of a T9, but anaconda is a better trading ship in terms of profits/unit time (which means trade rank/unit time).

If you are a Duke of the Empire, obviously Cutter is better. Bulk trading is probably still competitive to mission running, even in 2.1.
 
I hate to bring up Sothis/Ceos again, but doing long distance biowaste haulage missions out of there pumps your trade rank like crazy. Plus you'll be able to upgrade your ship very quickly (too quickly, I'm beginning to think).
 
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