Newcomer / Intro New Players! Care to make some credits? Put forth the effort, you'll make quite a bit!

My carrier is about to start trade runs, with the intention to make as many credits as possible for both the pilots and the carrier.
For the moment, the carrier Universum Viatorem is currently in the Giryampi system.

Here is how the system works. Before anyone asks, it is a fully legitimate trade system. There's no 'questionable business practicies' and the like here.
It is simply a matter of supply and demand. The carrier is simply the transport, and anyone who wishes to join will make a profit from helping balance the markets.

I will study the markets and see what is currently for sale cheaply in one location, and being purchased for a high price elsewhere.
Once I find a good market, I'll move the carrier to the purchase location.
Once there, I will open the market on the carrier to BUY the product that I am working with. All you need to do is visit the nearby station(s), buy the item, and sell it to the carrier.
The price will be a little over what you will buy it for at the starport/ground facility. No, you will NOT make a killing on this leg.
However, once the bays are full, I'll jump the carrier to a sale point and reverse the transactions. In this instance, the carrier will sell the item.
It'll be a little over the market value of what you received from the carrier at first. This covers jump fuel costs and maintenence and the like.
However, once you buy the product from the carrier and sell it to the starports or ground installations nearby, you will make a considerable sum.

The carrier is open to any and all commanders, including notorious ones. Those that wish to remain aboard the carrier are welcome to do so. It will remain in the bubble for the forseeable future. If there is enough interest, I can set this activity up on a more regular basis.
 
No thanks, I've already got some.

Good luck with your endeavor, however

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If I may suggest, in part to Fleet Carrier owners but mostly to newer Commanders—consider what one's time is worth. It is much too easy to become focused erroneously on the actual commodity transaction profit as a percentage or proportion, when in reality the cargo transport service should be compensated for each unit moved. This applies both to loading and unloading, and I suggest emphatically not to trust an offer if those two sides are not equal for some reason.

As an example, I will admit gladly that I never transport my own Tritium fuel, for it is simply and overtly uneconomical for me to do that. Given the rate at which I can reap credits otherwise, the difference is so large that my standard purchase for a single Tritium unit is 100,000 credits. This is nearly double its average market value, but the astute will recall that I just now cautioned against looking at the proportion, and understand in reality that I am actually choosing to pay 45,000 to 50,000 for each unit transported. That is conditional upon my present need for it, of course.

It is not without my attention that many Fleet Carrier owners attempt to pay 10,000 to 15,000 for Tritium transport, which honestly is a pittance. Whatever the cargo may be, I propose the Sidewinder Index; each cargo unit transported should compensate the pilot well enough for one new Sidewinder, that being 31,000 credits, below which it should be common knowledge that the time of a pilot is not being valued fairly.
 
Here is how the system works. Before anyone asks, it is a fully legitimate trade system. There's no 'questionable business practicies' and the like here.
It is simply a matter of supply and demand. The carrier is simply the transport, and anyone who wishes to join will make a profit from helping balance the markets.
If this is a legitimate course of action, I'm pretty impressed that there is at least one Commander out there that knows how to use a Carrier for one of the things it was designed for instead of just system trash which is all these oversized pieces of crap which is all they are right now.

System factions and markets are supposed to be changed by players. Seriously, did you really think that the faction powers were just there to watch?
Why do you think system governments, system states, and lastly commodity markets are for? System effects don't just happen on their own and system factions don't change on their own either.

If you want a war then start one. If you want a specific faction power to control a system then crash the market putting it into a vulnerable state and change it. I'm sorry and don't intend to mock you noobs of Odyssey but from day one these things were the entire point of how the game revolved around system factions. My home system in ran by the faction that I myself changed with just an Anaconda, just imagine what a Fleet Carrier could do. Woooh, would have my job a lot easier...:)

If this is truly what your plans are by all means, go crash a market and change the controlling faction or just watch the system fly out of control.....LOL Just please tell me where so I can make a killer profit on the damage.....hehehehehe
 
go crash a market
Really?

A carrier has a cargo capacity of 25,000 tonnes. High demand stations are looking for 2,000,000...5,000,000 tonnes of e.g. Betrandite. So (a single) carrier load will satisfy ~1% of that market demand. Do ten carrier trips, and you may see the demand figures actually starting to move. Yes, during a CG with multiple player groups behind it, an open carrier and lots of bystanders, carrier loading time can be in the single digit minutes range (after all, 25,000 tonnes is only 40 cutter loads, so that's two trips each if 20 players are loading).
But for a pretty much arbitrary carrier in an arbitrary system? If OP can get 4 players to hop along (and, since they're adressing newbs, none of which might have a Cutter), loading/unloading that carrier will be a matter of an hour or so each time, so the amount of cargo to be shuffled around will be moderate.

Yes, you can push systems around with buying/selling cargo (did it myself by having a few people ship a few hundred tons of beer into Bavarigga) - but that's with low pop systems with a low to moderate demand. But, just to pull one system out of EDDB, try flipping Kehperagwe by shipping in Bertrandite (demand 5 Mt) or Mineral Oil (demand 18 Mt).
 
Yes, you can push systems around with buying/selling cargo (did it myself by having a few people ship a few hundred tons of beer into Bavarigga) - but that's with low pop systems with a low to moderate demand. But, just to pull one system out of EDDB, try flipping Kehperagwe by shipping in Bertrandite (demand 5 Mt) or Mineral Oil (demand 18 Mt).
Go take a look at HIP 93377 system. This is my home HQ. Sadly, I've been in Colonia for 2 months and the Wolfs of Jonai have taken control from the Canary Mining Corperation....:( Medium instead of High scrutiny and damn it's a Dictatorship now.
I don't suppose you could go change that for me?
 
"Commanders who have visited space occupied by The Wolves report that the faction is fiercely protective of its members and will defend their turf at any cost."

You want to get me killed?

Won't promise anything (don't have much playtime these days in any case), but if I find myself between engagements, I might try to improve my understanding of BGS manipulation.
 
Faction wars? Thats always been in the background. just solo or private to avoid toxic gankers. And play time?
What the hell does BGS have to do with this? Nothing happens in Open.
Open play is the only stye I play and I never see anyone.....go figure I guess
 
OP... do you see what has become of your idea, inviting other players to your FC? If I may offer a small advice... In case you want to conduct a player supported or player supportiv FC Operation, plan it out in Detail, write your exact routes, prices, RoE etc down and try to allay worries that you are in the slavers business.
 
OP... do you see what has become of your idea, inviting other players to your FC? If I may offer a small advice... In case you want to conduct a player supported or player supportiv FC Operation, plan it out in Detail, write your exact routes, prices, RoE etc down and try to allay worries that you are in the slavers business.
Worries? I was not worried at all! I was looking forward to it! :ROFLMAO:
 
If this is a legitimate course of action, I'm pretty impressed that there is at least one Commander out there that knows how to use a Carrier for one of the things it was designed for instead of just system trash which is all these oversized pieces of crap which is all they are right now.

System factions and markets are supposed to be changed by players. Seriously, did you really think that the faction powers were just there to watch?
Why do you think system governments, system states, and lastly commodity markets are for? System effects don't just happen on their own and system factions don't change on their own either.

If you want a war then start one. If you want a specific faction power to control a system then crash the market putting it into a vulnerable state and change it. I'm sorry and don't intend to mock you noobs of Odyssey but from day one these things were the entire point of how the game revolved around system factions. My home system in ran by the faction that I myself changed with just an Anaconda, just imagine what a Fleet Carrier could do. Woooh, would have my job a lot easier...:)

If this is truly what your plans are by all means, go crash a market and change the controlling faction or just watch the system fly out of control.....LOL Just please tell me where so I can make a killer profit on the damage.....hehehehehe
I like your philosophy. Why just let the background simulation determine the events in the game? If we can make it change then we are the game!
 
The price will be a little over what you will buy it for at the starport/ground facility. No, you will NOT make a killing on this leg.
However, once the bays are full, I'll jump the carrier to a sale point and reverse the transactions. In this instance, the carrier will sell the item.
It'll be a little over the market value of what you received from the carrier at first. This covers jump fuel costs and maintenence and the like.
However, once you buy the product from the carrier and sell it to the starports or ground installations nearby, you will make a considerable sum.
Good initiative commander! Let others enjoy the capabilities of a fleet carrier too.

May I suggest you buy the commodities at buy price + half the price difference? That way if commanders can't finish the trip due to RL interfering they get 50% of the total expected profit. After all they've done 50% of the work at that point. That's how I do it.

Also: since the last changes to the BGS Inara isn't as accurate as it used to be. Before setting up the buying orders on the carrier I do a quick scouting run in a ship with high jump range to check the actual market prices. Even then I've had cases where sell prices fell dramatically a day later. Probably due to activity of other commanders.
 
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May I suggest you buy the commodities at buy price + half the price difference? That way if commanders can't finish the trip due to RL interfering they get 50% of the total expected profit. After all they've done 50% of the work at that point. That's how I do it.

None of that should be based on a percentage at all. Commanders who are providing transport service should view their end of the transaction only in terms of credits per unit. The amount should be at least enough to buy a Sidewinder, for anything less is uneconomical and exploitative for the transport. If that turns out to be uneconomical for the merchant, I suggest liquidating and building a swift bounty-hunter instead.
 
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