Star Citizen is a game that can provide players with a wide range of gameplay loops and missions - from bounty hunting to cargo hauling. Press question mark to learn the rest of the keyboard shortcuts. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Common sense and all evidence says otherwise. Goods that will be secured in place on the cargo grid will also be considered declared on the ships cargo manifest. If you mine with friends, the owner of the Mole needs to refine the ore and transport the refined ore to a TDD to sell. 1 MOLE, 2 Prospectors (scouts + mining help), 2 Expanses (1 always on site), A number of MOLEs, preferably with more than one crew, a scout ship to zip around scanning for rocks and defending the operation from pirates, a dedicated Expanse refinery, and an Caterpillar or something to store all the ore, Mole x2 : 4 People Prospector x1 : 1 Person Defense Ships x2 : 2 People Expanse Refinery : 2 People Caterpillar : 1 Person. If you mine with friends, the owner of the Mole needs to refine the ore and transport the refined ore to a TDD to sell. This means it is able to refuel, restock and repair ships that have landed on it but these resources must be taken from the Krakens stores. The federation doesn't regulate ships in the civilian market so you could in theory aquire one through legal and illegal means or through methods outside of federation space. Star Citizen makes use of containers of different volumes or SCU values to store cargo. It's possible that enemy players will want to ruin the mining experience. Then again reliant and expanse are BOTH outliers. This will make cargo much more physical and interactable. Maybe youve disabled or destroyed a ship this will allow for piracy to actually be much more of a thing as you can move cargo between ships. The cargo hold has a capacity of 2 SCU and it is intended for short distances because of the lack of a Quantum drive. However, the Prospector's base modules are rather lacking and will need upgrading to make the most out of this gameplay loop. Right now there's no way to transfer ore between ships. Personally, I just like seeing how the evolution of features makes each feature more dependent and interconnected with other features. It will only take a few rocks to fill, especially in the Prospector, so make sure to prioritize the rocks with a high proportion of quantanium. Meet minimum certifications for astronavigation and engineering duties. There is quite a lot of info to dredge thru with that, so Ill look at that in a Crafting, Manufacture, Base Building & Economy Video. WebJettison Cargo (Abandon) is available only when you are the owner of the cargo. To combat this, well be allowing smugglers to add additional technology to their SCU crates such as scramblers that will make it harder to detect, or something were calling spoofers to make a container appear as something else altogether[7]. The Currently, there is no way to transfer cargo between ships. Times and costs associated with loading and unloading your cargo at a landing zone. Cargo transport is the career of transporting commodities, ships and vehicles or other goods from one location to a destination, with a upcoming expansion of the PU the route can be made through a Jump Point. The Kraken is, in many ways, a mobile base. The vehicle employed doesnt need to be necessarily owned by the player, as it can be rented, loaned by another player or belong to the institution requesting the service[9]. Cool)). Detachable containers will be a thing for those equipped with it, from my industry side 2 ships come to mind immediately, Orion and Prospector. In Star Citizen trade is done by both players and quantas. Star Citizen Alpha 3.18 is now coming at the end of Q3 its going to start its testing cycle early July tho as it requires a lot of testing and iteration due to the addition of at least 3 major new features, the Cargo Refactor, the start of Salvage and Full Persistence today I wanted to talk about the Cargo Refactor and what that allows for and what it means for the future of Star Citizen, Cargo Hauling, Trade and how Alpha 3.18 is the start of a Cargo Revolution for the Game. Or as **fanlore.org** calls it [Watsonian, not a Doylist point of view](http://fanlore.org/wiki/Watsonian_vs._Doylist), Press J to jump to the feed. Drake sees no need to provide expensive escape pods when the Kraken can hold plenty of ships to facilitate escape in the unlikely event of an emergency. I take a mix of both depending on the circumstances. This is what Kasidy Yates did. This could be via things like handheld tractor beams and vehicles like the Mule, SRV, and MPUV.. 2012-2023 Cloud Imperium Rights LLC and Cloud Imperium Rights Ltd. We do not support Internet Explorer 11 and below. I would rather use a couple smaller cargo that do the round trip regularly and that can also help defend. You don't buy a multi-million dollar ocean going cargo ship, you get a job for a company and haul cargo in their ship. This will change the way cargo gameplay is valued and where haulers go. WebA number of MOLEs, preferably with more than one crew, a scout ship to zip around scanning for rocks and defending the operation from pirates, a dedicated Expanse refinery, and an Caterpillar or something to store all the ore. Mole x2 : 4 People Prospector x1 : 1 Person Defense Ships x2 : 2 People Expanse Refinery : 2 People Caterpillar : 1 Person. Like Cutlass, Freelancer, Connies Avoids creating a loot piata as well. We should start to see some New Commodities at some point. This will provide a safe and secure landing at the expense of time, similar to our current automated landings at stations and rest stops. Press J to jump to the feed. Players will be able to potentially load and unload themselves as well. Guess I'll wait and see. @VoA you really need to add the 3rd option "Mix of both". Covering the hottest movie and TV topics that fans want. Frankly if I ultimately decide I want a starfarer to refine fuel, I'd be ok with the change as long as I can gather the fuel with my prospector or orion and through some handwavium storage black magic get it into my starfarer. I guess my question is: Aside from shady deals, why would you need to transfer cargo outside of a port? Ok, the larger Hulls will need to be loaded WebThe internal tram is primarily designed to carry cargo between the pads and the main cargo hold of the ship to facilitate cargo moving between ships and the Kraken itself. Quantum drives in our universe create a little bubble around the ship to move it and protects outward to cover those in very close proximity to the hull. Here's a list of locations that can facilitate the refinement process: Once the player is at a location with a refinery and the ship is stored, the timer will end. In Star Citizen, cargo can be widely divided into Items and Commodities. Apply for a position on or with a licensed cargo vessel. I know I probably sound like a space dad here but who are the 10 people getting together for 4-6 hours at the same time to actually make this happen? Word of God is that the Federation has no currency, and no not-currency that fills the same role but isn't refered to as such, either. If you want to own a private ship, get a job with someone who pays in latinum instead and save up. And you can expect that items will be able to be more readily stored in containers, grabbed out and sold easily in the future too. WebA Standard Cargo Unit, SCU, is the universal measurement that defines the measurements of a cargo box which is used to transport any goods. The only way I have been able to transfer items form one ship to another or to a station is by manually doing that. Create an account to follow your favorite communities and start taking part in conversations. Looks good but give me a jingle when it's flyable. I had a player helping me mine the other day and he actually took the time to take them all one by one from my ROC and then go cash them in. Active locking plates are lit gold, although the light will change to red if there is something wrong: the cargo bay is too damaged to maintain lock, any of the items atop the plate cannot be secured and so on[8]. In terms of measurements, 1 SCU amounts to 1.95 m3 (1.25 1.25 1.25 m) which corresponds to 1m3 of goods storage with 0.125 m protection on each side and a cover. Kiosks, these will make buying and selling significantly easier. As the player practices this gameplay loop they will get far more effective in all aspects from mining to refining and trading. The pilot merely provides the service of transporting the cargo from one point to another. Ships contained inside the Hangars are covered by the shields. A few of them I didn't think about it before but I believe you're right. In this scenario the whole cargo will survive and can be picked by anyone willing to do so. Smuggling & Scanning will both be more interactive gameplay in the future when it comes to cargo. Connectors have the option to "Collect All". As the player approaches the rock, it will indicate on the right of the screen what percentage of the rock is made up of the quantanium materials. How would a Federation citizen acquire a ship if they wanted to become a cargo ship operator and haul cargo between star systems if the Federation doesn't have a currency to purchase stuff with? The ejectors do not seem to work on the collect all and throwout mode when two connectors are connected, only when it is connector to collector will this function automatically. We know that Loading & Unloading will be a thing eventually. No more concepts for me until I can fly the ships I bought 7 years ago or more gameplay loops are fleshed out. I am just excited by the danger and profits of that risk reward gameplay. Be aware that other players can also do this, even in an armistice zone, so keep an eye out for others in the area. Vehicle Detachable module Module 1x Jump-seat can't remember) to hold the ore, and be detachable (same in the prospector). One would think that turning them 'off' would do that, but no.. Because f*ck logic. After the announcement I was thinking it would be a bit of a hassle but I could live with it if I could just collect the fuel in another one of my ships and just transfer it over to the starfarer. Items are also rated in the number of Ports they occupy when placed into a crate: a pistol is 1p, a rifle is 2p, a missile is 6p and so on. Ships availability varies for several reasons, as determined by CIG: Always accessible WebCargo transport is the career of transporting commodities, ships and vehicles or other goods from one location to a destination, with a upcoming expansion of the PU the route can be Well, technically, if someone wants to drag and drop a million rocks to their inventory, they could take it. In the remaining 30% chances, the ship will explode and 0-90% of the cargo will be expelled from the hull, again ready to be picked by anyone willing to do so[8]. I am not sure how it works on mining ships tho. Star Citizen Wiki is a FANDOM Games Community. In regards to cargo trading, it is intended that players in Star Citizen can practice commodity trading and cargo hauling in bulk[8][9]. Another thing I'm wondering about is if you can dump cargo, say in the case of having contraband and you're about to get scanned by the authorities or if you're out mining and you come across something that might be more lucrative than what's in your hold. Want to trade in narcotics maybe you can do your shady deals with other players out in space where its safer. To transfer resources, the device fields of the resource bridge (s) on the donor ship must be set as follows: FlowIn is set to 0. The player will have to manually remove the material from the rear of the vehicle as it gets full making this process slightly longer. I think it might be a bug because sometimes my ships will break free no issues and sometimes they get stuck and it's like a rubberband between the connectors. The Kraken can only equip Civilian and Industrial items and comes with Civilian Grade C items by default. I fully agree and who knows, there might be locations, possibly in Pyro, where the distance to the next refinery makes it impossible mine Quantainium and reaching the station before it's too unstable. Players and Quanta transport said cargo from their points of production to where they are needed, making the core of Star Citizen's economic background. Using Space Bar and LCTRL to move the ship upwards and downwards. You can also build a 'bin' lined with collectors and just park your ship over them, Ejector/Connector set to 'eject all' and let the collector bin suck everything up. I don't think you're crazy. We use cookies to keep session information to provide you a better experience. To simplify the loading process, every container in Star Citizen will include a port for a cargo jack allowing it to be manipulated directly using an array of anti-grav pulsers. Players will load their containers (or acquire them pre-loaded) and then position them aboard or attached to their spacecraft. Also a way to de-magnetize the connectors. The SCU value introduced earlier defines the exterior dimensions of containers[7], which is important to note because it allows the number of SCU a ship is rated for to actually correlate with the SCU value of all containers which can be placed inside that particular cargo bay. Welcome to the wiki! And my assumption of cargo and hauling mission evolution is. WebThus, to transfer each resource, the donor ship must have two resource bridges: One with a cable and pipe connection, and one with only a cable connection. Probably a mix of both. You have parties at both ends. The one guides in the crate box with small thrusters and the othe rone grabs it with a tract Press question mark to learn the rest of the keyboard shortcuts. Imagine you want to do the same thing irl. This will begin filling the cargo hold. Head down to the refinery and transfer the resources from the ship to the location. Don't expect an Orion to follow you around to do this. Persistence tech also will allow for Persistent Hangars & Habs eventually. The internal tram is primarily designed to carry cargo between the pads and the main cargo hold of the ship to facilitate cargo moving between ships and the Kraken itself. For a better experience, please enable JavaScript in your browser before proceeding. The only aspect not decided is the mining aspect as we really don't want to make the Starfafer a heavy duty mining ship but its likely we'll have some smaller equipment; like a hand held mining device to allow you to EVA out to collect Quantum Matter - but we haven't decided this just yet. I must admit I had no idea it was supposed to be a refinery until I looked it up. As included in the final use case players must be able to interact with their cargo from the ship's onboard manifest. This ship is made to be operated by multiple crew members. 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