Long-Range Trader

One niche I've found lacking is something like a long-range trader. I mostly use a Cutter for trading; with a FSD booster, it can squeak out 36ly of jump range with 762 cargo space. Which is great, no problems there, it strikes a nice balance between decent jump range and extremely nice cargo capacity.

But sometimes I don't have 762 cargo to move. Say I want to move half that; what option do I have? I can take an Anaconda - but that only really gets about 10ly more with 438 cargo capacity. Not exactly worth it, not to mention the very slow normal space speed.

What I'd really like is some sort of long-range trader. A ship basically built around the C8 FSD(which does exist in the code). Because it's very heavy by default, but has a very strong FSD, it would be minimally impacted by the cargo it carries. Players could haul medium loads long distances without worrying about reduced jump ranges.

Imagine something like this:

4x C6 Optionals
4x C5 Optionals (total of 384 cargo space)
Mostly medium hardpoints
Ship Mass: ~1000 minimum(max jump range ~70, laden jump range ~56)

...wait a minute. This is starting to look familiar.

I was halfway through writing this suggestion before I realized I was basically just describing the Beluga.

The Beluga has the cargo capacity to make a fantastic mid-cargo trader, but because it's needlessly using a C7 FSD, it's trapped at the same jump range as the Cutter.

Why not just give it a C8 FSD? That'd give the Beluga a solid niche to fill, without making it too powerful due to its high inherent weight!
 
I'm not sure the value of a "mid-range" cargo ship.

When I move cargo I either:

A) Maximize Cargo Space
  • Awesome cargo ship. Not designed for combat. Simply run away.
  • I always have shields, but in no way is this a combat ship described in (B)
  • Don't care about jump range. I want really great cargo space.
  • If I must make twice the jumps, that's okay. Its better than making twice the trips. <<------
  • Stacking trade missions in the bubble, jumping to the same 4-5 nearby systems over-and-over.

B) Balance Cargo Space and Armour
  • Armored cargo ship.
  • Less risk when attacked.
  • A protected ship that can fight back and survive, especially vs NPCs.
  • Cargo space sacrificed for modules giving protection.
  • Jump range not very important, I want to get there alive. Possibly traveling bigger distance than (A).

C) Move Cargo A Big Distance
  • When I have had to do this, its just a couple items. A single cargo rack is fine. A long range ship is fine.
  • Not very often I move larger amounts big distances. Mining is the best example, but I balance cargo space with protection, jump range being the 3rd priority.
  • If I needed to move vast amounts of cargo a big distance I would use my fleet carrier. Easier and safer.
 
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I tried to solve the problem of a longer range, small capacity bubble trader with the phantom and ended up with this build:


I found it's niche was in shipping the small quantities of weird cargo that was required to unlock tech broker modules.
 

C) Move Cargo A Big Distance
  • When I have had to do this, its just a couple items. A single cargo rack is fine. A long range ship is fine.
  • Not very often I move larger amounts big distances. Mining is the best example, but I balance cargo space with protection, jump range being the 3rd priority.
  • If I needed to move vast amounts of cargo a big distance I would use my fleet carrier. Easier and safer.

The most cargo I have ever moved over distance was during the building and rebuilding and repairing of the Witch Head stations when I used something close to this for more round trips than I care to remember.

 
I found it's niche was in shipping the small quantities of weird cargo that was required to unlock tech broker modules.
And this is the big problem... there's no organic in- game activity requiring large volumes of "stuff" beyond niche system configurations and CGs. There's simply no meaningful increase in market diversity and opportunities at a scale beyond 10LY range in most cases.

This is most pertinent for Rare trading. The market used to be in a state where trading them was meaningful, and the tonnage limits made sense.

Now, since they've languished for years in their current state, the drawcard of a limited- tonnage 10k/t profit margin over a large distance is outstripped by bulk trade at short distance for equivalent profit margins.

And even if there were a meaningful, long range, high tonnage trade option that was competitive to the current ~10ly optimal trades, FCs would simply fill that role.

More reasons to get rid of FCs i guess :sneaky:
 
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