How to Run Cargo and Make Easy Money In Star Citizen

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Cargo hauling is one of my favorite activities  in Star Citizen. And while it's yet to reach its   intended final form, there's still something of  a satisfying game Loop for those that enjoy the   play-style. It can be engaged in with a variety of  ships, and can be run by either a solo player or a   crew, with the latter set to become more prevalent  and necessary in future updates. Citizens,   my name's BeardofOz and today I'll be going  over Cargo Hauling as a whole. With changes   just added and more still to come, I felt it  was time to touch on it again. I'll go over the   basics for those that are newer to the game or  perhaps just the Profession. I'll discuss some   upcoming changes that are set to expand upon  the current state of the loop, as well as go   over some of my favorite trade routes, from the  quick and easy for newer players or smaller ships,   to larger more investment heavy routes that  will strain your wallet but pay out when   you reach that final terminal. If you already  know what's what I've put time codes below for   you to skip to whichever part of this video  interests you. If by the end of this video   you've learned something new, or even if you  just like the cut of my jib, consider liking   the video and subscribing to the channel for  more content like this. Alright, let's Dive in. The overall vision for Cargo Hauling in Star  Citizen is to be one of many interlaced factors,   in a player-driven economy that is ever-changing  and evolving. With truly Dynamic supply and demand   resulting of the sum of player and AI activity in  a living breathing universe.. (Record Scratch)..   but we aren't there yet. As it stands Cargo  Hauling is just another game Loop that is for   the most part disconnected from the rest of the  verse and certainly isn't affected by, nor does it   affect the economy. But that has slowly started to  change in part, especially with the introduction   of the physicalization of cargo. While it doesn't  change the state of the economy, it does however   allow for the expansion upon certain areas of  gameplay: Piracy and Salvage being the main   beneficiaries. And as further updates and content  are brought to life in the Persistent Universe,   such as the addition of larger hauling vessels,  not to mention the eagerly awaited second system   of Pyro, the world of cargo hauling stands to  become not only more engaging from a gameplay   standpoint, but also more profitable as this  will see the expansion of supply and demand,   even if it isn't yet dynamically driven. The recent changes to mining have already   seen a shift in the value and direction  of cargo, but more on that later.  So let's get the how to's out of the way. To get  involved in Cargo Hauling you're going to need   two things. The first is a ship with cargo space.  This is denoted by an SCU value. SCU stands for a   'Standard Cargo Unit' and the more of these you  can fit, the more you can haul, the more you can   haul, the more you can make, pretty simple right?  Now in this regard not all ships are made equal as   some will be able to haul much more than others.  But don't let this get you down, for even a small   ship with a limited amount of cargo space can  make you profit. For those of you that have a   ship with very little to no cargo space, ships  such as the Drake Cutlass Black and the MISC   Freelancer can be rented for more than a modest  fee. The next thing you'll need is money. When it   comes to the traditional Cargo Hauling Loop you'll  need money with which to purchase, to then   transport and sell. There are of course other  ways to acquire said cargo but that's another   video for another time. Alright. Assuming that  you have the two things needed for the Cargo   Hauling Loop, we can move on to the next step. In order to purchase cargo you'll need to go   to a location that sells it. This can range  from Mining Facilities, Research Facilities,   Hydroponics Labs and Illegal Operations located  on Planets, Moon, Cities and Space Stations. If   you're buying from a location at an Outpost on the  surface of a Planet or Moon, the trade terminal   is usually located in the building with this  Tell-tale Antenna looking structure with orange   lights, often labeled as the 'Storage' building.  Otherwise, at Cities or Stations this might be the   T.D.D; the Trade and Development Division or the  Admin Office. With your Cargo capable ship nearby,   whether stored or not, approach and interact with  the Trade Terminal. On the left hand side of the   display you'll have a drop down menu. Select the  ship you are intending to haul with and it will   bring up the cargo grid reference. This will  inform you of how much cargo space the ship   has, and also what cargo you are currently  carrying, if any. In the event that you have   something currently in the hold of your ship,  whether it be a package, vehicle or delivery   of Meat to Grim Hex, any unavailable space In Your  Vessel will be marked with these red X's. Assuming   you have space with which to store, the options  of purchasable cargo will appear on the right   hand side of the display. The available quantity  to purchase will be noted for each cargo type and   should a specific cargo be sold out, it will also  be noted here. This will happen often with popular   and lucrative cargo options. Using the slider you  can select a specific amount of cargo available   to your cargo capacity and financial allowance.  Or you can press the arrow here to select the   maximum amount of cargo attainable within the  constraints of your wallet, cargo space and the   availability. Selecting buy will make the purchase  and commit you to seeing this Venture through. You   are now financially invested in this activity. At  the time of making this video, cargo is transported   to the hold of your ship by the magical power  of sheer will. But if you're watching this   sometime in the future, perhaps you have to move it  yourself or, pay AI Dock Workers to do it for you.   Now the hauling begins. Get in your ship and  fly it to your destination. Much in the same   way as purchasing, the selling of your cargo is  done so at a similar terminal, at a different   location. Transport your cargo to that location,  land your ship and approach the terminal. Much   as we did before, you'll select your ship on the  drop down menu. The cargo contained within will be   listed on the left hand side. If the cargo entry  has a padlock symbol, it cannot be sold at this   location, whether because this location simply  doesn't buy that commodity or you have obtained   it by less than legal means. While not properly  Dynamic, there is a degree of supply and demand   involved with some cargo types, so you may notice  that the sell price of the cargo you're hauling   is not quite as lucrative as it might have been  elsewhere, or that the location will only purchase   a certain quantity. As such you may need to break  up the amounts of commodity you're selling at   multiple locations. Generally speaking, if the  T.D.D purchases the commodity you're selling, they   will do so in higher quantities though perhaps  not always at the best price. Once you're happy   to sell, select the commodity and the amount, and  sell. With the recent terminal update introduced in   3.18, you can now select the sell tab on a terminal  to see what Commodities a location will purchase.   So it never hurts to look while you're here  to prepare for future purchases. With the addition   of physicalized cargo, the hauling of Commodities  now comes with more risk than before. This is a   venture that not only requires the investment of  time, but also of aUEC too. As it stands, there   is no insurance of Cargo Commodities purchased, so  in the event of a terrible accident, the investment   you made can quickly become a loss. And should the  cargo you're hauling be of significant value, there's   always the risk of Piracy. The physicalization  of that cargo means that should your ship   suddenly stop, drop and open its doors, the valuable  Commodities within can be transferred to another,   and sold on. At this point in time, Commodities not  purchased by yourself can only be sold at a no   questions asked terminal. Excluding Narcotics, this  will generally be at a lower value than what you   would have sold them for at a legitimate place  of Commerce. But considering that those in the   business of taking didn't have to make an initial  investment of credits, it's all profit to them. So now that we've got the what, why and how out  of the way, it's time for the important stuff:   the 'where's'. Ultimately a lot of preferred routes  will depend on what ship you're running, how much   money you have and are willing to invest, and  how much time you're happy to spend 'doing the   do'. With that in mind, here's three of my favorite  trade runs starting from Small Potatoes up to the   big money makers. Bear in mind that as the game  progresses with additional updates, some of these   routes may become more or less lucrative as time  goes on. Not to mention that the more people haul,   the more you may find some of these Commodities  being less abundant. If your favorite route isn't   mentioned here or you think you found a better way  to do it, let me know in the comments section below.   The first of the routes is a low profit one, true,  but it also requires a lot less in terms of time   and money investment. As such the risk should also  be lower as while Piracy doesn't discriminate,   the profits gained from taking your cargo on  this one would be low. Located in all regions,   excluding Hurston, you'll find these Hydroponics  Labs. Here they sell Distilled Spirits. These are   relatively cheap and the locations that buy  them are generally orbital stations, so you   don't need to spend as much time landing at a  space Hub and catching a train to the T.D.D. This   allows for a faster turnaround and repetition  of the loop. A favorite one of mine is Bountiful   Harvest Hydroponics on Daymar, in the Crusader  System, to Port Olisar. And if Port Olisar isn't   buying any more, Grim Hex in the asteroid band of  Yela is also a short jump away. While this isn't   as lucrative as others, the lack of planetary  atmosphere and gravity makes for short work,   and it's in my opinion a great starter Loop for  those low on funds or just starting out in the   profession. The next is a bit more of a relay and  works well for larger trading vessels. Locations   like Rayari Anvik on Calliope is selling medical  supplies. These supplies can be sold at larger hubs   like the T.D.D's, but also many Mining Facilities  such as those that sell Laranite or Agricium. Generally they'll have a limit of the amount  of medical supplies they'll purchase, so the   larger your cargo holding capacity the more stops  you might need to make. Locations such as Mining   Facility Bezdek and Lathan on Arial in the Hurston  System, or Area 45 and 56 on Wala in ArcCorp are good   options. Once you've sold the medical supplies and  bought up minerals, you can return to New Babbage,   land on the ice outside of the Commons, take the  surface entrance, and go to the T.D.D. Skipping the   transit system to sell your commodity. Making you  a tiny bit of profit and allowing you to start   the cycle fresh. The recent changes to mining in  update 3.19 have implemented a shift in resource   allocation and value, and while this serves to  primarily boost the variety and value of the   mining game Loop, some of those changes have had a  positive effect on the landscape of Cargo Hauling.   Primarily, when it comes to the Commodities of  Beryl, Gold and Diamonds. These Commodities need   to be sold at the T.D.D's and can be purchased  at a few key locations. My favorite of these   Commodities is Diamond with a profit margin of  roughly 900 aUEC per SCU traded. Meaning the   larger the vessel You Haul in, the more you can  make, so long as you have the funds to buy in. For   those of you fond of trading in the Hercules  C2, this Loop is especially profitable in ArcCorp   with the mining areas 45, 48 and 56, selling  up to 1000 SCU of diamonds. Buying and selling a   full load in the C2 will net you roughly half  a million credits in profit per run. One of the   most profitable lines in hauling but also the  riskiest, are the narcotic Commodities. I won't   go into too much detail on this in this video, but  be sure to check out my illegal cargo guide here.   I'll also put a link to it in the description  below. Be warned however, given the popularity of   these Commodities, supplies are often limited, and  the locations to sell them at are often dangerous   as they aren't Armistice zones. Note also that  you need to sell narcotics at a 'No Questions   Asked' terminal, so the payout you'd receive is  the same as what a Pirate would. So haulers of   illegal Commodities are the most profitable  for those that engage in this PVP exercise.   So now that you know what to do, and have a few  places and commodities with which to start doing   it, get out there and start hauling. If you have  any routes you'd like to share or any important   bits of information you think I missed, feel free  to let me know in the comments section below. If   you enjoyed the video, or learned something of value,  consider leaving it a 'Like' and Subscribing to the   channel for more videos like this. If you'd like  to go one step further in supporting the channel,   you can become a member today for just one dollar! I also stream on Twitch, I'll leave a link to that   in the description below. As always Citizens, stay  safe in the verse, and I'll catch you all next time! -BeardofOz
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Channel: BeardofOz
Views: 94,023
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Keywords: star citizen, star citizen gameplay, star citizen guide, star citizen cargo hauling, star citizen illegal goods, star citizen guide to trading, star citizen trading, star citizen trading guide, star citizen easy money, star citizen trade route, star citizen cargo ships, Star citizen Beginners Guide, star citizen pyro, squadron 42, star citizen Hull A, star citizen Hull C, star citizen Hull E, star citizen fast money, star citizen 3.21.1, star citizen cargo 3.21.1
Id: mz3rxfJkyD8
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Length: 12min 11sec (731 seconds)
Published: Sun May 14 2023
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