Newcomer / Intro Early Trading

Hi guys, new to the game and have a few quick questions.

1. Which ship do I upgrade to first for trading? It seems to be the hauler but I've heard conflicting views that something called an Adder is worth waiting for? In a sidey currently.

2. Which modules do I actually need for trading? Is it better to ditch my weapons? Power distributer?

3. I was making a trade run last night and something weird hahappened. It said on the galaxy map that I could make the trip (upgraded my drive to a C) but on my third jump it informed me that I couldn't jump. Something to do with fuel to mass capacity or something like that? I had the fuel (I think) but just couldn't jump.

Appreciate any help guys, and nice to meet you all!
 
Welcome to the game Cmdr,
I'd suggest waiting for an adder, then to cobra, then t6 then asp then imperial clipper and so forth for trading or running rare trade goods which will earn you more money in the beginning when cargo space is limited.

As for the modules: only equip D-rated modules ( the lightest ones) and the best frameshipdrive. I would dump the weapons if you're just out for trading.

Did you calculate the route on the galaxy map before you got fuel? Then it could be possible because you got to heavy later. Or did you buy cargo after route planning? Cargo drops your range signifcantly

hope that i could help
Cmdr Lassan
 
I skipped the Hauler and went straight to the Adder because it has a better cargo capacity and is an effective multi-role space craft. I used it mostly for trading but found it could manage a bit of combat when required. The Adder has a good jump range too.

As far as the jump range of your S'winder it is always best practice to calculate jumps after being fully fueled up and loaded with cargo as jump range is affected by mass
 
I would buy the hauler, because its having significant impact to the load capacity. You can stuff a fancy hauler already for a 150k CR. That is capabable
of jumping up to 12 LY almost fully loaded, has a fuel scoop to multiple jumps with unpopulated systems without getting into too much trouble. has quite more shielding and armour and can carry up to 4 times the load of a sidewinder when both are equipped with shields.

Finally on trading in your invest to the Hauler is in the end 15k because trad-in value is 90%. the 15k invest can payout very quickly with the right trade route.

Regards,
Miklos
 
Thanks guys, I didn't consider the mass of the cargo.

So a few saying Adder and one saying Hauler; can anyone give me a pros and cons breakdown?

I'm currently running a trade route between 2 systems (1 jump) and making about 7k profit for the round trip; is this a decent use of my time?

Thanks again everyone!
 
I was in a similar position as you not long ago. I'm possibly only a day or so ahead just now. I opted for the Adder and skipped the Hauler purely because the Adder can still carry easily 20T of goods. It also still has provision for a couple of weapons so can do both hauling and some defence if necessary. I've been pulled out of Super Cruise a few times now and then taken out the aggressor for even more credits then went on my merry way. Now I've found a decent trade route I've made enough to buy 2 more Adders if I wanted.
First tip though is ALWAYS keep enough credits in your balance for insurance should you get popped.


Good luck in your endeavours


Cheers........Mad Jock
 
I would buy the hauler, because its having significant impact to the load capacity. You can stuff a fancy hauler already for a 150k CR. That is capabable
of jumping up to 12 LY almost fully loaded, has a fuel scoop to multiple jumps with unpopulated systems without getting into too much trouble. has quite more shielding and armour and can carry up to 4 times the load of a sidewinder when both are equipped with shields.

Finally on trading in your invest to the Hauler is in the end 15k because trad-in value is 90%. the 15k invest can payout very quickly with the right trade route.

Regards,
Miklos

OP I forgot to mention that the Hauler does have a fan club as large as it's Cargo capacity both for trading and exploring. :)

Ship choices are a somewhat personal thing in the end. I went for a more flexible multi-role Adder because I wanted to try out combat as well as trading and exploration.
For similar reasons I skipped the Viper and went straight for a Cobra after my Adder. The Viper may be a competent fighter but I wanted the extra cargo capacity of the Cobra. I like a bit of flexibility in my Ship I guess

The choice my friend is all yours in the end :)
 
I always read advices about fitting a fuel scoop. Don't do that unless you travel very far or go out exploring. Fuel costs are minimal and the added cargo space will make so much more money that its ridicoulus. And thats not even considering the lost time scooping.
 
Also if you are seriously into trading having a shield is just using space for more cargo, can get dangerous though, but thats the risk vs reward for you :)
 
Go play around with some possible ship configurations here, that might help you decide:
http://www.edshipyard.com


Here are two examples for low profile tradeships (smugglers):

Hauler ( 95.099 credits - 20 cargo)
http://www.edshipyard.com/#/L=60V,5QG01Q0Wg,2-3m3m3m2C2C2C3c,05U05U03w4wi

Adder (173.492 credits - 24 cargo)
http://www.edshipyard.com/#/L=60f,5Rg5Ae5Ae01Q0Wg,2-3m3c5K2C2C5K5A,05U05U03w03w4wY

I've added cheap class 1 fuelscoops on both of them since they can be useful in systems where the next station is a long way out and only cost me 2 cargospace. Also very useful when you'd rather avoid having to land at stations for refuling (for certain reasons).

Other than that, yeah fuel is cheap but refueling takes time, no matter if you scoop or land for it.
 
Last edited:
Thanks for everything guys! I've decided (for quickness) that I'm gunna go with the Hauler kitted out with nothing except trading stuff. I'll save up for the Adder with that and kit it out for a more multi-purpose role (weapons etc). 20T of cargo is going to earn me money much faster than 6T, and I don't think the extra 4T is going to be worth grinding that bit extra for at 6T per trip.

Thanks again!
 
Went with this... about right?

Yeh that should work nicely.

However, I'd recommend adding a chaff launcher to your setup.
Its cheap and can help you get out of trouble since lots of players and npcs use gimballed weapons. Aside from that, it can also be used to disrupt scans which is not only helpful when you're transporting illegal stuff, it can also buy you some time against NPC pirates that scan your cargo before attacking.
 
Last edited:
Back
Top Bottom