Making Space Trucking better for the larger ships

My favorite aspect of the game is space trucking and haulage. However, I wish the game offered a richer experience in this area, especially for large ship pilots. I just want to put some ideas down in the hope that somebody in FD might consider them.

Fixing Haulage Missions For Solo Large Ship Pilots

  • Large solo haulage missions for large ships - This is the single biggest thing that FD could do to make the game more fun for me. I just want 600-700t missions for the T-9 or the Cutter. This way I can have a similar experience to truckers that fly small and medium ships who can easily fill their holds with one mission. It is like the game ends for space truckers after you get the Python. The haulage experience just isn't the same after you get a ship bigger than that. Is there a secret galactic law that says 180t is the largest haulage mission that is allowed? Some interstellar treaty?
  • Better and more haulage missions for stations in highly populated systems - This is immersion breaking. The largest systems in the game surely need more stuff moved around? Also, to make the best money doing haulage it often makes more sense to focus on outpost missions in a Python in some remote and unimportant system. After working so hard (and spending >500MCr) on getting my beautiful Cutter this is disheartening. I'd really like to see Frontier make systems with billions of people and the largest stations offer better haulage missions (yeah state should still matter a LOT but population should matter as well).

When I do the work getting allied rank with factions (and am an Elite trader which I am) and I scout systems that are in the right economic states I should be rewarded with reasonable payouts on large haulage missions for my Cutter. I don't want to take 3-4 missions going to 3-4 different systems at a time and play a lottery game that CMDR's in smaller ships do not have to play. The increased piracy spawn rates alone can be a chore. It makes shorter game sessions less productive. It's a worse experience and I cannot think of a good reason for it.

I also should never feel compelled to park my Cutter and use my Python in order to make more money doing haulage. This has happened more than once and makes no sense. I want to fly in my Cutter and make a decent living doing it!

Wing missions do not solve these problems. Delivery 6000 tons of something solo does not lend itself to a short play session either and it's nice going to different systems in a play session and not just the same one over and over. Some have suggested scrapping wing missions altogether and just make a spectrum of haulage missions where any mission can be done solo or in a wing. This idea may have merit as well but I want to focus on the top two as it is easier to implement/address and badly needs fixing.

Space Trucking Module Ideas

I also had some ideas for cool modules that could be added to tech brokers for space truckers.

  • Intertial Nullifer - This optional module would use experimental anti-gravity technology to reduce the mass of cargo within the ship's cargo racks. It would require a lot of power and might even have some kind of drawback like the anti-gravity field reducing shield strength or something like that. But the trade-off is reduced mass when full of cargo which improves jump range and speed/handling. Similar to FSD boosters you get more mass nullifcation for higher slotted versions of this module.
  • Cryogenic Cargo Racks - These cargo racks hold special forms of valuable cargo that require cryogenic temperatures. They require power and if they are damaged or the ship loses power the cargo can be ruined.
  • Radiation Shielded Cargo Racks - These cargo racks allow for the transport of highly radioactive materials such as radioactive waste to special processing facilities for profit. If these modules suffer too much damage the ship can be damaged through thermal or some other form of damage at a very heavy rate. The addition of special waste processing depots would be a cool mechanic with this. A creative form of high risk/reward.

Feedback on these ideas welcome!
 
I'm completely on with the missions. What's the point of having a ship capable of moving 800 tons if they guys fighting the war only want you to haul 15 units of personal weapons? Heck, you are in a war, I could give you a squad of battle tanks if such thing existed in the game. [squeeeee]

The "Inertial Nullifier" sounds useful but it could become overpowered. I'm not sure about the others modules as it could over complicate the hauling process in a game that it is already complex unless a whole new family of commodities is added that could justify their use and stock in stations... Like some kind of battle tanks...
 
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Volatile cargo should definitely be a thing.

Explosives, impacts/interdiction/temperature etc and you go boom but hazard pays?
Chemicals, similar but not just the explosive hazard.
Animals, all sorts of problems.
Perishables.

So many possibilities.
 
My opinion is probably meaningless since I'm new, but-

Overall, I totally understand why you're suggesting this and I support it. The Inertial Nullifier sounds pretty OP and I imagine people would take full advantage of it which would really upset the flow of economy; so it would require very precise balancing.
As for the types of cargo, I say the more the better. Realistically there would be a demand for just about everything so having diversity would keep many people interested and occupied.
 
I'm completely on with the missions. What's the point of having a ship capable of moving 800 tons if they guys fighting the war only want you to haul 15 units of personal weapons? Heck, you are in a war, I could give you a squad of battle tanks if such thing existed in the game. [squeeeee]

Yeah this is the big one for me. That one fix would indeed change the game for me and I hope that finally happens this year

The "Inertial Nullifier" sounds useful but it could become overpowered. I'm not sure about the others modules as it could over complicate the hauling process in a game that it is already complex unless a whole new family of commodities is added that could justify their use and stock in stations... Like some kind of battle tanks...

The "Interial Nullifer" could be OP depending on the numbers yeah. It also does overlap a bit with the FSD Booster in some ways. My idea is to come up with some new pieces of kit for space truckers that we could unlock from the tech brokers besides just new kinds of weapons. The FSD Booster is such a cool module that I'd like to see more like it.

Thanks for your good faith feedback on these ideas :)
 
My opinion is probably meaningless since I'm new, but-

No, in fact sometimes being new to the game means you bring a fresh perpsective! Thanks for sharing your feedback on these ideas.

Overall, I totally understand why you're suggesting this and I support it. The Inertial Nullifier sounds pretty OP and I imagine people would take full advantage of it which would really upset the flow of economy; so it would require very precise balancing.
As for the types of cargo, I say the more the better. Realistically there would be a demand for just about everything so having diversity would keep many people interested and occupied.

Yeah the Intertial Nullifier would be tricky for FD to get right. However, I am glad that some CDMR's like yourself seem to like the idea of more types of cargo racks and specialised forms of cargo.
 
My favorite aspect of the game is space trucking and haulage. However, I wish the game offered a richer experience in this area, especially for large ship pilots. I just want to put some ideas down in the hope that somebody in FD might consider them.

Fixing Haulage Missions For Solo Large Ship Pilots

  • Large solo haulage missions for large ships - This is the single biggest thing that FD could do to make the game more fun for me. I just want 600-700t missions for the T-9 or the Cutter. This way I can have a similar experience to truckers that fly small and medium ships who can easily fill their holds with one mission. It is like the game ends for space truckers after you get the Python. The haulage experience just isn't the same after you get a ship bigger than that. Is there a secret galactic law that says 180t is the largest haulage mission that is allowed? Some interstellar treaty?


  • All very good ideas, although I don't understand the part I quoted. I regularly take missions for 600-700 tonnes of cargo transporting legal (and illegal) wing cargo missions for anything from 15 to 50 million credits. Many for 1 jump routes.

    Regular cargo missions I just stack the 180 tonne and 200 tonne missions, again pulling anywhere up to 60-70 million per run. Have plenty of screenshots and videos of those cargo runs.

    Personally don't see any problem with that side of haulage missions.
 
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All very good ideas, although I don't understand the part I quoted. I regularly take missions for 600-700 tonnes of cargo transporting legal (and illegal) wing cargo missions for anything from 15 to 50 million credits. Many for 1 jump routes.

Regular cargo missions I just stack the 180 tonne and 200 tonne missions, again pulling anywhere up to 60-70 million per run. Have plenty of screenshots and videos of those cargo runs.

Thanks for your feedback 777Driver! I was hoping to get your perspective on this thread. I am compelled to disagree however, as I have tried the methods you described to me earlier with limited success. I reallly did. You and I must be in different universes because I cannot recall the last time that I ever saw a 700t mission so they seem to be rare for sure (though since 3.3 dropped I have been out on an exploration cruise in my Beluga). Side note: I am going to bring back 3-400MCr of exploration data and I am looking for a new area to seed rep with when I get back :)

Maybe the refinery stations in boom states (which I have tried to focus on as per your advice from a while ago) that I look at are just bad ones for some reason? I do tend to gravitate towards high population systems, is that bad? It shouldn't be...?!?!

I also know that there are spots if you know where to look you can stack these missions like that but I can never seem to reliably find them and often I am limited to playing for a few hours a week so if I spend all my time trying to find the latest hotspot I need to log out by the time I find the right place. Let me guess though, some far out flung place with a low population like a Robigo or something like that?

I work hard to prep an area... I used to be based out of Cubeo and now I am based out of Daedalus station in Sol. I work hard to seed the whole area by building up rep with all the factions. I even take donation missions at first to get ally rep as much as possible. I look for systems in Boom. I am an Elite trader. I do everything I can to create the ideal conditions for haulage.

You know what happened the last time I did haulage missions? I logged in with my Cutter and I was going to find a refinery station nearby in boom, but the best missions by far available were all to outposts. My Cutter was literally pointless, and that's not the first time that has happened.

None of this applies to CMDR's who fly anything Python or smaller. Missions to fill their hold don't require any special knowledge or hunting around for odd behaviour in the BGS. Yeah you still need the rep and the right state which is fine, but the missions are not hard to find if you do the legwork. Instead, they are plentiful and easy to find and the same should absolutely be the case for haulage missions for large ships. Sometimes we just want to spend our time space trucking and not looking for wrinkles in the BGS that allow us to do what we want.
 
Hey mate, completely see where you are coming from. Personally I do like to hunt around, there are plenty of locations inside (and not far from the bubble)

The thing is these 700 tonne missions pay a huge amount, I don't think it is intended for them to be everywhere, you do need an understanding of the BGS. The BGS is kinda screwed right now since the reset, however I do seem to still find them fairly easily.

Even without these high paying missions, heavy freighters like the Cutter and T9 are still capable of pulling in large amounts of cash compared to the med pad counterparts. Even if you only manage to get 2 180/200 tonne freight missions, you can still top up the remaining 300 tonne capacity with commodity cargo to the destination port.

Anyway, I do like all your suggestions, and anything to improve the trade (and smuggling) Side of things is great.


Here's an example of 360 tonne mission, and who said we don't need a Panther Clipper :) Would have been perfect for the second screenshot ;-)

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Hey mate, completely see where you are coming from. Personally I do like to hunt around, there are plenty of locations inside (and not far from the bubble)

The thing is these 700 tonne missions pay a huge amount, I don't think it is intended for them to be everywhere, you do need an understanding of the BGS. The BGS is kinda screwed right now since the reset, however I do seem to still find them fairly easily.

Even without these high paying missions, heavy freighters like the Cutter and T9 are still capable of pulling in large amounts of cash compared to the med pad counterparts. Even if you only manage to get 2 180/200 tonne freight missions, you can still top up the remaining 300 tonne capacity with commodity cargo to the destination port.

Anyway, I do like all your suggestions, and anything to improve the trade (and smuggling) Side of things is great.


Here's an example of 360 tonne mission, and who said we don't need a Panther Clipper :) Would have been perfect for the second screenshot ;-)

777Driver you are definitely in the top 1% of space truckers out there! Thank you again for dropping in on these threads and helping us to figure this stuff out. Is there a comprehensive guide written somewhere on how to find these spots? While I still stand by my request for more common large tonnage missions in the meantime I'd love to know what I am doing wrong. I don't want you to spill the beans on your hotspot and ruin the work you have put in, but I'd love to know what I am doing wrong. I reckoned being based out of Daedalus Station (refinery station often in boom) in Sol would be a good place but apparently not?

This issue bugged me so much earlier this year it burned me out on the game for like 6 months. When I returned, after a quick try to do haulage again just prior to 3.3 I was again frustrated and decided to head out into the black in my Beluga instead. Like I said I'll be coming back from the black soon with a lot of exploration credits that I want to put into rep and I want to know what to look for when deciding where to spread the data when I get back. Exploration money isn't bad these days btw... 350MCr already earned heading out to Eta Carina Nebula then out to Morgan's Rock. Exploration is fun for a while but I get a little crazy being out in the black for TOO long.
 
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Ian Doncaster is the BGS guru around here. Have pretty much just followed his advice and learnt a lot over the years. Am fairly certain Ian has done some guides, I couldn't link you to any though.

The BGS is messed up at the moment. Sol is a great place for commodity trading, ever seen amazing freighter missions over there. Tbh I only really visit Sol these days for Arial and the other moons.

Hopefully I'll have a bit of free time over the weekend for the next few weeks, will try and make some sense of what is going on at the moment. PM me when you are back, perhaps you can try out some of my areas, see what you think.
 
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My opinion is probably meaningless since I'm new, but-

Overall, I totally understand why you're suggesting this and I support it. The Inertial Nullifier sounds pretty OP and I imagine people would take full advantage of it which would really upset the flow of economy; so it would require very precise balancing.
As for the types of cargo, I say the more the better. Realistically there would be a demand for just about everything so having diversity would keep many people interested and occupied.

Oh don't worry, I'm new too and all opinions are meaningless as the suggestion forum is the contention forum for us to vent our wishes and desires :D
 
Oh don't worry, I'm new too and all opinions are meaningless as the suggestion forum is the contention forum for us to vent our wishes and desires :D

I don't know about that. The Type-10 did get its Class 7 power distributor, the Type-9 got the extra class 8 slot that people clamoured for, and most recently the Saud Kruger ships got the slot restrictions removed. These are things the community did ask for. I post here in good faith and I genuinely believe FD does read what is in here, they just don't always agree which is fine. However, I can't complain if i don't at least try to point out areas of the game I'd like to see fixed/improved.
 
I don't know about that. The Type-10 did get its Class 7 power distributor, the Type-9 got the extra class 8 slot that people clamoured for, and most recently the Saud Kruger ships got the slot restrictions removed. These are things the community did ask for. I post here in good faith and I genuinely believe FD does read what is in here, they just don't always agree which is fine. However, I can't complain if i don't at least try to point out areas of the game I'd like to see fixed/improved.

I hope you are right, but I also think that planning and developing any game takes a lot of time and you must keep the organization and long term planning. Games that run things like the BGS should be much harder to program and keep things balanced and bug-proof, so I don't know those things were added because they were easy, because they were kind of semi-developed or at least proposed by the devs or if someone from FD actually saw a thread and said "STOP EVERYTHING! THIS IDEA IS PERFECT AND MUST BE IMPLEMENTED ASAP!".
 
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