Newcomer / Intro Starting out, BH, Rare and Commodity Trading

This is by no means the 'Best' or most effective way of making credits in elite Dangerous, but it worked well for me as a new player and I want to share my experience, there are a lot of paths open to you and a lot of variables can affect what makes a good grind system to a bad one.

When I first started like everyone else I was confined to the Sidewinder, good fun little ship and can be really funny when A graded later on.

I started out not having a clue what to do, I picked fights with ships already being attacked by the Space Police and scrubbed for credits, I did some research and found going to a system which has a asteroid belt or a planet with a ring was a good hunting ground for Bounty Hunters. I made my 1st few thousand credits Bounty Hunting in the rigs of planets. This has its ups and downs.

Great fun - Flying in the rings is great fun, Han Solo aint got shiz on me...
Hunting the prey - I suggest putting one or two bars of gold in your cargo hold, this attracts the outlaws, they scan you, they become hostile, and then they die!!!
Getting caught up in large scale fights - You don't want too many ships around you when your fighting, turn your auto report off to keep the police from intercepting and potentially stealing your kill.
This goes the same as 'friendly fire', in the mist of a dog fight, lasers spraying, pretty much any scene from top gun, you can bet pound to a penny a ship is going to do the dumb thing and cross your path. 1 hit is all it takes for you to be wanted for the assault, and the Police will hunt and kill you for that glorious 200-400cr bounty!!!. Do yourself a favor, try and keep clear of it, or ease that trigger finger.
The gamble of staying out too long - When starting out don't collate hundreds of thousands of cr worth of bounties before turning them in. Sometimes you can bite off more than you can chew and end up being ripped apart by a Viper or what not, and presto, all those bounties and hours of dog fighting for nothing. To start with, play it safe and keep it to 50-100k or so, something that's not going to take you hours to earn back if the disaster does strike.
If you do end up becoming wanted for whatever reason, get out of there, return to the nearest station and wipe the slate clean. While your there look for any jobs that require pirate kills and kill two birds with one stone for some extra cash.

I went from Sidewinder to a Viper, Viper is a fun ship to play with and kitted out is pretty strong in Bounty Hunting I found, nothing really stood much of a chance with me (ridiculously gunned Anaconda's aside)

Once I had my fill of Bounty Hunting and had a good cr line I bought a Cobra Mk3 and tried my hand at trading. (You may want to skip the Viper and go straight to Cobra, wouldn't be a bad decision if this is the route you want to head...)
The Cobra Mk3 is a brilliant starting trade ship, it has a brilliant jump distance when A graded and can hold reasonable amount of cargo, the perfect amount for what I was using it for... Rare Trading....
This is the pattern I used and made around 1.7mil every full run... It can take a while but the pay off is worth it. New players eyes will bulge as your credits soar...

1st the Ship. Cobra Mk3. 26.65LY unladen, 21.19LY Laden jump range, not to be sniffed at. Bearing in mind you can do this run with at least 11LY jump range Laden.
Hardpoints / Utilities removed, Light alloy, Power A2, Thrusters D4, FSD A4, LS D3, PD D3, Sensors D3, Fuel C4, 3 x 16 Cargo racks, 2 x 4 Cargo racks, A2 Fuel Scoop
So.. Hardpoints and utilities removed to save weight and you wont need them. All systems downgraded to D3, you dont need them and you save weight. Max capacity of storage and a fuel scoop as you will need to refuel during the trip, better fuel scoops = faster refueling. Some people get nervous about flying without shields etc, dont... I havent been killed by a pirate yet. I get pulled out of hyper speed, throttle down and submit, saving your ship from damage, once out of hyper speed hard on the thrust and boost, when ready charge FSD and your gone, you sustain maybe 3% dmg from him and you've out run his guns after that, seriously dont let it worry you. If you get killed then you've done something wrong.

From the Mk3 I sold my soul and bought an ASP. The ASP is great fun, fast, can carry a decent size of cargo, reasonably low running costs and I enjoyed it. I did the same route but just carried more cargo.

So, here is the trip you will be doing. Starting at Lave. All rares in the commodities will be highlighted in yellow.

Sometimes the station will offer you only a small amount of rares, wait 10min and the station will refresh and offer you more. However, it will not go over the max allowance and after 1-2 refreshes will stop offering you stock even if max capacity hasnt been reached, so bear this in mind. You dont always need to fully cap on one particular rare as you will be visiting other stations so its your call as to how much you want to fill and how long you want to wait around for.

SYSTEM, STATION, BUY
Lave, Lave Station, Lavian Brandy (max 7t)
Orrere, Sharon Lee Free Market, Orrerian Vicious Brew (max 16t)
Uszaa, Guest Installation, Uszaian Tree Grub (max 14t)
Leesti, George Lucas, Leestian Evil Juice (max 14t), Azure Milk
Diso, Shifnalport, Diso Ma Corn (max 15t)

Make the Jump and plot your course to Fujin. 182.07LY trip.
At Fujin sell everything you have. You should have a full hold of rares before you do this jump. These are my results from the 1st 4 runs I did.
906'903 total profit
904'892 profit
905'568 profit
907'224 profit

Fujin, Futen Starport, Fujin Tea (max 10t)
39 Tauri, Porta, Taurai Chimes (max 17t)
George Pantazis, Zamka Platform, Pantaa Prayer Sticks (max 13t)
Zeessze, Nicollier Hanger, Zeessze Ant Grub Glue (max 18t)
Altair, Solo Orbiter, Altarian Skin (max 14-25t)

Again once full of these rares plot your course back to Lave, this trip is 122.9LY you can go out further to Wintii and dock at Whympter Landing which is 152LY for some extra profit if you fancy going out that far. Dont buy anything from there but is good to unload at if you want a little more profit and dont mind going out your way. The further you travel the more profit you gain until you hit the cap, this is around 150LY I think or that is around the best distance so I read...
Profits I saw from the return jumps back to Lave saw:
806'901 total profit
829'917 profit
831'636 profit
833'898 profit

Now doing this route going from station to station and docking etc can take its time but the rewards are well worth it. balance it up to the short runs there and back between close systems I dont know about because I havent done it but for me I earnt A LOT of credits doing this.
So to clarify, fly from Lave to Orrere to Uszaa to Leesti to Diso and fill up on the Rares. Dont sell anything while doing this. Make the big jump to Fujin and then sell everything you have.. Buy your rares from Fujin, 39 Tauri, George Pantazis, Zeessze and Altair, dont sell anything during this time... Make the big jump back to Lave and sell everything at Lave. rinse and repeat, like a big loop.

Once I had a good amount of credits behind me again I looked for the next thing.

I've just bought a Laken Type 7. I've fully kitted it out with max storage, a A5 FSD and A4 Power plant and stripped down the rest as I did with the Mk3.
I'm playing with trade runs at the moment and seeing good profit running from High Tech stations to Extractor Stations trading Berylium and Resonating Seperators. Too early in the day to compare to rare trading and is a different game with a slower and heavier ship but we'll see.

Well thats how I went from starter to where I am.
Like I said this is by no means a definitive guide or a claim to be the best way, but for me it worked and I climbed the ladder quite quickly. I'm flying 24mil worth of ship with plenty extra in the bank so must be doing something right. I know other pilots who immerse a lot more time and focus into the game are earning well above and beyond what I am lol but for a casual player it's not bad...

Hope this helps any new guys looking for direction or a leg up :)
Enjoy
 
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Excellent thanks for this. I have been bounty hunting around lave in a viper. (I have only been playing for a week) Bounty grinding is getting a bit old at this point and I have wanted to try a bit of trading. It is a hard thing to figure out with so many damn systems and me being tied down with the horrible jump range of the viper. You saved me a lot of aimless jumping about! Hauler here I come.
 
My advice is keep the Viper and trade in that, the difference between Hauler and Viper when trading is small when it is kitted out.
Laden jump range of a Hauler when fully Laden is 18.15LY, the viper is 14.69 not a huge difference and certainly both able to do this run, the cargo capacity is both the same at 22t and the Viper is faster.
If I were you I would just turn your BH Viper into a Trading Viper until you have enough credits to buy something a little bigger like I said above, the Cobra Mk3 or the Type 6 and then climb the ladder :)
 
The Imperial system CD-75 661 is also relatively near the Lave-Cluster and has "CD-75 Kitten Brand Coffee" for sale. Helps you fill up an 80 tons Asp with rares before you run to the Fujin Cluster.

A bit further out from the Fujin Cluster you find Zeessze and Tanmark, which are both selling rares, too.

Some of the rares from the Fujin area are considered to be of questionable legality, so it is best to sell them at Sharon Lee Free Market in the Orrere system, where such laws are not held in high regard.

In the Lave-Cluster you might wanna check out the bulletin boards for some small extra cash, as the stations there often have some small haulage or courier missions running to each other. Lave Station might have important papers for Shifnalport, Diso and so on.

I found the Cobra to be an even better bounty hunting machine than the Viper, with the added bonus of versatility. Same goes for the Asp, which I consider the largest ship that is still a good choice for rare trading.
 
Now that we have the Adder in the game I was considering moving up from Sidewinder to Adder (for exploration, trading and some light bounty hunting) and then on to a Cobra.

Anyone got any advice on whether to go for the Adder or save up further and grab a Viper on the way to the Cobra?
 
Now that we have the Adder in the game I was considering moving up from Sidewinder to Adder (for exploration, trading and some light bounty hunting) and then on to a Cobra.

Anyone got any advice on whether to go for the Adder or save up further and grab a Viper on the way to the Cobra?

I think Adder is a good step up on the way to your first Viper. Four tons of cargo and two hardpoints in your Sidey are just way too restrictive. Adder gives you more cargo space along with an extra medium hardpoint. It is very maneuverable so you realistically can do some minor bounty hunting, just don't mess with anything serious, i.e., Pythons, Condas, Imperial Clippers. I made a mistake staying in a Sidey for far too long. Without doing anything drastic you'll have 16 tons of cargo. Which is, BTW, twice as much as the Viper would carry. Depending on your preferences you may even want to skip the Viper and go for Cobra.

The game has kind of natural progression in terms of returns per hour. Sidey will bring the biggest return while trading and exploring along the way. Once in Adder, you can trade way more effectively than explore with the basic discovery scanner. Once you get to that point where you have about 500k, bounty hunting in a Viper brings the best returns. Once you hit something close to 800k- 1 mil, you may want to grab Cobra and go trading rares. Hit a couple of million mark - T6 and basic trading.
 
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I think Adder is a good step up on the way to your first Viper. Without doing anything drastic you'll have 16 tons of cargo. Which is, BTW, twice as much as the Viper would carry. Depending on your preferences you may even want to skip the Viper and go for Cobra..

Yeah, looking on the ED Shipyard site I noticed that 16 tons is easy to get if you don't want a fuel scoop, but in fact you could go up to 20T comfortably.... Would it be feasible in an Adder to switch down from size 3 to size 2 shield and get this kind of configuration?
BH: 1I Lightweight Alloy
RB: 3E Power Plant
TM: 3E Thrusters
FH: 3E Frame Shift Drive
EC: 1E Life Support
PC: 2E Power Distributor
SS: 3E Sensors
FS: 3C Fuel Tank (Capacity: 8)

3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
2: 2D Shield Generator
1: 1E Basic Discovery Scanner


Comparing a size 3D and size 2D shield (in an Adder which weighs 70-80T, well below optimal for a size 3 shield):
2D: Opt: 55 T; Max: 138 T Str: 49,65 MJ
3D: Opt: 165 T; Max: 413 T Str: 55,53 MJ
 
if you are looking at an adder to start rare runs i would go with something along this spec:

[Adder]
M: 2F/G Multi-cannon
S: 1E/G Beam Laser
S: 1E/G Beam Laser
U: 0I Chaff Launcher
U: 0I Heat Sink Launcher


BH: 1I Lightweight Alloy
RB: 3D Power Plant
TM: 3D Thrusters
FH: 3A Frame Shift Drive
EC: 1D Life Support
PC: 2D Power Distributor
SS: 3D Sensors
FS: 3C Fuel Tank (Capacity: 8)


3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
2: 2A Shield Generator
1: 1E Cargo Rack (Capacity: 2)

weapons and defence are optional - only needed if you want to fight an interdiction, to break up the space trucking..

with an "A" rated FSD this will do 16.93ly jumps fully loaded, cutting down the jumps required from rare pickup and selling points.
 
Ditch the shield generator for more storage. Like i said in main post, ive never been blown up from interdictions etc. You take a few % dmg and then your out of there. Shield generators are a must for combat but for trading are low on your priorities...
 
if you are looking at an adder to start rare runs i would go with something along this spec:

[Adder]
M: 2F/G Multi-cannon
S: 1E/G Beam Laser
S: 1E/G Beam Laser
U: 0I Chaff Launcher
U: 0I Heat Sink Launcher


BH: 1I Lightweight Alloy
RB: 3D Power Plant
TM: 3D Thrusters
FH: 3A Frame Shift Drive
EC: 1D Life Support
PC: 2D Power Distributor
SS: 3D Sensors
FS: 3C Fuel Tank (Capacity: 8)


3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
2: 2A Shield Generator
1: 1E Cargo Rack (Capacity: 2)

weapons and defence are optional - only needed if you want to fight an interdiction, to break up the space trucking..

with an "A" rated FSD this will do 16.93ly jumps fully loaded, cutting down the jumps required from rare pickup and selling points.

Good loadout. For rare runs I'd swap the shields for fuel scoop. Every docking costs you about 5 minutes of time. Must say I'm "fraidy cat and never run without shields myself, but I'm cruising through some unsavory parts of the galaxy more often than not.
 
That's a great post, Rimsey. I will soon be purchasing a new laptop to start running Elite, and will remember this thread.
 
Out of curiosity, and before heading off to Lave, how much money do you need to start doing rare runs?

I've a nicely set up Cobra and 650K cash.
 
Having purchased rares, can you sell them anywhere (I accept that you would have to travel 100+ LY) but having done that is it a case of then finding a system/station where you can sell them?
 
Yes, pretty much though some rares are illegal in some systems, just be sure you are around 160LY away when you sell the rares to maximize your profit.
 
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Great Thread - Wish I had read it two weeks ago....

Here's my take on Rare trading, which is how I make most of my money. Now.. all that I'm going to say should be taken with the following disclaimer in mind, I've only been in game 2 weeks, And i have a 2 year old so I am certainly not the authority on anything.

FSD is key for rare trading. You NEED that A class.
A B class is MUCH Cheaper, and it's tempting, but you'll quickly realize once you trade up that you were wrong.
Any little bit of jump distance can make a huge difference. When you are plotting a jump, if you are even .01 low, you can end up with 2 - 3 even 4 extra jumps because you couldn't reach that first star.

Shortest route is best, the most economical route consists of a lot of jumps, and will almost certainly get you interdicted on the way. Which more often than not can be more costly than the fuel you saved.

Everything else should be D class, D class is the lightest, and will give you the best jump distance.

The Lakon 6 is in my view the best Rare trading ship - I'm in the Asp now, and the fuel cost is huge in comparison. Thinking about switching back to the 6 again to get to the Python faster.
Add to that the slighly lower cargo, and you risk having to sell early on the same trade run. I was making 15-20% more in the Type 6 on the same run. unless you want to Buy a huge fuel scoop, scooping takes a lot of time, and is one of the best ways to ensure getting interdicted.

ALSO - damage to the lakon is much cheaper to repair, Being a hotdogger and Smacking into a docking port (yep... guilty as charged) in the asp can cost you close to 200k, which will basically make that particular stop a waste to some extent. In the Type 6, you'll want to submit to any interdiction right away, turn tail on the attacker with 4 pips in engines, and boost away until you can frameshift again. With 4 in engines, and 2 in shields, you should be able to get away with zero damage from most attackers. If you can't boost away, the Type 6 turns pretty well, and you can wait for the attacker to boost, then you boost in the opposite direction, Being that they keep pips in weapons and shields most of the time, you'll be able to boost more often and get away.

Some people trade without shields, I don't. Any minor scrape goes directly to your Armor, which has to be repaired... Shields repair themselves.

The ASP Is better for fighting for sure, and it has better jump range, but your earnings will be hampered by the cost of operating. I still haven't tried the Adder.

Until you can afford the Lakon type 6, My suggestion is to stick to bounty hunting nav points or resource sites. I prefer nav points for beginners, You are less likely to end up in a multi enemy fight - something that almost certainly will put repair costs on the table. And you don't have to worry about Boosting into an asteroid.

Edited to add - My preferred setup for Rare trading.
[Type-6 Transporter]
S: 1F/F Pulse Laser
S: 1F/F Pulse Laser

BH: 1I Lightweight Alloy
RB: 3D Power Plant
TM: 4D Thrusters
FH: 4A Frame Shift Drive
EC: 2D Life Support
PC: 3D Power Distributor
SS: 2D Sensors
FS: 4C Fuel Tank (Capacity: 16)

5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
2: 2A Fuel Scoop
---
Shield: 51.47 MJ
Power : 6.20 MW retracted (69%)
6.98 MW deployed (78%)
9.00 MW available
Cargo : 108 T
Fuel : 16 T
Mass : 179.0 T empty
303.0 T full
Range : 29.70 LY unladen
19.11 LY laden

Courtesy of http://www.edshipyard.com/
Price : 3,191,257 CR
Re-Buy: 159,563 CR @ 95% insurance
 
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I say this loudly and I say this often - GET YOURSELF A FUEL SCOOP, especially if you travel long distances (ie rares trading) or find filling up with fuel prohibitively expensive.

Fuel scoop = never being caught unable to get to a station to resupply + free fuel forever.
 
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I say this loudly and I say this often - GET YOURSELF A FUEL SCOOP, especially if you travel long distances (ie rares trading) or find filling up with fuel prohibitively expensive.

Fuel scoop = never being caught unable to get to a station to resupply + free fuel forever.

I agree, you should have a scoop, and know how to use it i.e don't wait until you can't jump before refueling, lest you find yourself dropping into a star that cant be scooped without reserves.

That being said, if you are looking at Credits earned per Hour played, you'll find that scooping is not cost effective. unless you give up one of your larger cargo bays for a bigger scoop, in which case you end up losing potential profit.
 
Having purchased rares, can you sell them anywhere (I accept that you would have to travel 100+ LY) but having done that is it a case of then finding a system/station where you can sell them?
As an update and in case anyone is wondering about this aspect - I have now purchased some rares and am in the process of travelling the 160+ LY to sell them. Stopping off at a station to refuel, I see that the rare commodities that you have on board appear in the commodity list in a yellow colour denoting that you could sell it. Presumably, providing it is not illegal in the station concerned, this happens in every station whilst you have them on board. That was not clear to me previously
 
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