Jump to content

Hull A-E --> A Hull for every job : The MISC Hull Series

Recommended Posts

I'm not interested in cargo ships for myself, however I wonder with the modularity of these ships how easy would it be to outfit the ship with HANGARs instead of cargo, if the module actually existed?  A fleet of Hull E's with hangar modules could hold several hornets, gladius's, etc, and then a few Idris's  could make a pretty cool invasion force.  If it was possible.

Share this post

Link to post
Share on other sites

Hull B seems like the best option for a solo, low key player.


Relatively cheap, small, low crew requirement and a really good cargo amount.


It seems almost inevitable that c-e will require escorts, with E requiring large escorts i.e corvette/frigate class.

Share this post

Link to post
Share on other sites

After seeing how little cargo the Freelancer MAX can take I'll be buying a Hull C, but I have one doubt... the containers for cargo that the ship has attached come with the ship, are bought or come with the cargo you buy?

Share this post

Link to post
Share on other sites

After seeing how little cargo the Freelancer MAX can take I'll be buying a Hull C, but I have one doubt... the containers for cargo that the ship has attached come with the ship, are bought or come with the cargo you buy?


I don't believe the cargo pods are included with the Hull ships, because there are many pics of the Hull ships without any cargo containers, like this one of the landed Hull C:




That's what you get when you buy a Hull C standalone ship. MISC doesn't include the cargo containers when you buy the ship.


That's how cargo transporters work IRL. For example, a tractor-trailer isn't sold together as a unit; the tractor truck is separate and it is used to tow various semi-trailers. Same for massive cargo freighters; they don't come with hundreds of cargo containers.


I'm not a logistics professional, but from what I know typically logistics companies "loan" their containers to distributors so they can unloaded and then returned empty, or re-loaded with items to be transported elsewhere. The logistics company tracks who is in possession of their containers, but doesn't charge them anything, like a rental fee, as long as they're returned in a reasonable time frame and aren't damaged.


I imagine that is how cargo containers will be handled in Star Citizen -- at least for contracted merchant haulers working for a trade company or guild. The cargo containers would be owned and provided by the trade company to make logistics as simple and efficient as possible; the player contracted to haul the cargo wouldn't have to worry about fronting collateral for the containers. Even if the cargo was lost or stolen, presumably cargo insurance would cover them. That's supposed to be one of the benefits of working as a merchant hauler under contract to a trading company: minimal liability.


Whereas if you're a freelancer, you'd either need to provide your own cargo containers, which would need to be loaded and unloaded and returned to you -- slowing things down. Or you'd have to pay for the containers when picking up the cargo from the supplier, and then you'd be paid for the containers upon delivery by the buyer; or you'd be expected to haul empty containers back to the supplier, and then you'd get your money back.


I suspect that if a player owns their own cargo containers, chances are that they're using them for contraband. Since the Hull series carries its cargo externally, presumably that means to smuggle contraband will require special sensor-shielded containers to hide the illegal cargo inside from law enforcement and port authority's sensors. I'm certain that those smuggling containers would have to be owned by the player.

Share this post

Link to post
Share on other sites

I think the design is brilliant. Not necessarily for aesthetics (not that I particularly mind the looks), but because it seems like an immensely practical way to transport bulk-cargo. Imagine how much more material would be required to build a ship large enough to store all that cargo internally! From a business perspective, this design is all about keeping capacity high, and ship-cost (relatively) low.

I feel that it should be repeatedly emphasized that it's a DEDICATED cargo hauler, even more-so than the Taurus, Freelancer MAX, etc. Just look at the differences in cargo capacities: all those SCU's are likely going to be at the expense of... well... everything else (maneuverability, durability, speed etc). This ship is a specialist, just like the Orion, Starfarer, and Reclaimer. It's going to handle like a boat, and I can't see it being particularly resilient (@CovertAgentCitizen @PixelChaos, you're right about that spindle... and that's kinda my point.) 


I'd say if you want to solo-trade/fly without escorts, stick with the Freelancer etc; flying a Hull anywhere but the safest regions of space without an escort is probably a bad idea. 

Share this post

Link to post
Share on other sites

well now this makes me think, how likely is a convoy of around 20-30 hull E's (with no escorts, highly unlikely but could happen) to be attacked? and how suprising is it going to be if 30 of these drop out of warp on top of you (probaly only in high sec space)


i'm thinking for us players we would play the hull D and E as more of a group/fleet ship instead of solo kind of ship with at least one or two cap ship for escort +fighters and one of the guys from T&I as the trade master for the rest of us, which would probaly be good enough for low and some nul security space

Share this post

Link to post
Share on other sites

@Leviticus_Valdren haha good on ya. I was very close to getting it as well, got the C D and E at the moment and arguing with myself thinking I should maybe get the B for smaller shorter missions, but then I might as well get the A and then the hull palooza will give me an additional A haha

Share this post

Link to post
Share on other sites

I would not write off the freelancers just yet. They have a lot more weaponry than these cargo haulers and this makes them very viable in less than totally secure areas.


If you are just going to be hauling in UEE (safe) space then yeah these will do the trick.


We do not know what the verse is going to hand us. With this in mind I am hanging onto my freelancer as well as my Banu, but also have a Hull C and a Hull B.


The Banu obviously because of the built in sales area (and overall cool factor). Plus it is a rather dangerous ship for a cargo hauler.

The Freelancer, again it has a dangerous side and is longer ranged. It is also going to be a lot more stealthy due to the Xi'an tech (or that is the hope).

Both of these will have added protection to cargo since it is inside the ship and not hanging around out on the fenders. This is my biggest dislike to the Hull Series.


Hull B because it can Land.

Hull C because my inner Ferengi says Need More Cargo.


My baby still remains that Orion though. It is where I am going to be (a lot) from the looks of things so far. This ship is going to make a huge pile of goods when it is emptied out. This was one of the prime reasons I spit out the bucks for a Hull C...


If I was forced to burn them all for some (as yet unseen) ship – the Banu and Orion are here to stay.

Besides – I still got 80 bucks left in the can even after the B and C buy. - DRUM out


Share this post

Link to post
Share on other sites

I would not write off the freelancers just yet.....


The Banu obviously because ...

I agree -->> See new Theory Crafting thread as to why.... :) ---->>>  




Some more images :)


The Hull Series - Greybox Render 4K self.starcitizen

 by masken94

Greybox Album of The MISC Hull Series

Hull A: http://imgur.com/a/m9Ii6#0

Hull B: http://imgur.com/a/qXd5g#0

Hull C: http://imgur.com/a/pmv2w#0

Hull D: http://imgur.com/a/AwNZt#0

Hull E: http://imgur.com/a/ef7zf#0


Fun Size Comparison on Hull A and Hull E http://imgur.com/a/tBJvQ#0


Top and Down view Top: http://i.imgur.com/s2uMZlx.png Down: http://i.imgur.com/RUrGrs2.png

All The MISC Hulls + Orion Together http://i.imgur.com/wdPyAFx.png

Hull A and B with Misc Freelancer http://i.imgur.com/Tz50R7b.png






Hull Series (again): in 21:9


Share this post

Link to post
Share on other sites

I believe the narrator on the "Should you buy a Hull Series?" video is mistaken -- or at least not 100% accurate -- about players having to buy their cargo.

It's my understanding that there are two basic types of Mercantile Hauler professions: there's the contracted Agent, and there's the Freelancer.


EDIT: It appears I was mistaken, because the article that I was referencing actually pertained to Mining Careers, not Trading and Hauling Cargo. (Thanks to @Nameless for finding the Careers: Mining article.)


However, I think it's reasonable to assume that Mercantile Careers will function similar to Mining Careers, with a Mercantile Agent contracted to work for NPC Mission Givers, and a Freelance Hauler working independently. (So the following is educated speculation, not fact. ;) )


The contracted Agent works for a NPC-controlled trading entity, like a company or guild from Star Citizen's lore, which functions as a Mission Giver, generating hauling missions for players to take. A mission involves the Agent taking the trading company's cargo to a specific destination by a certain time. The trading company provides the cargo to the Agent to haul to the destination; the player doesn't buy the cargo, they're just charged with getting it to its destination on time. This means that the player isn't risking their own money or cargo. The benefits of being a contracted Agent is that there's steady work, a guaranteed paycheck on delivery (assuming you're on-time), and little to no liability. The downside is that the Agent is paid relatively little for completing the mission; the lion's share of the profits goes to the trading entity. Another downside is the contracted Agent will have a reputation score; if you fail to deliver your cargo on time or if you're intercepted by Pirates too often, your reputation will suffer, and trading companies won't hire you anymore.

The Freelancer works for him- or herself, and must figure out what type of trade goods are needed in markets across the galaxy, and where they can be bought the cheapest and sold for the highest profit. The Freelancer player is the type of Mercantile Hauler who needs to buy (and insure) their own cargo, which means they need money upfront. Players just starting out won't be Freelancers; they'll have to work as Agents until they've saved enough to go independent. Being a Freelancer also means the player needs a hauler ship of manageable size for their budget. It's pointless for a player to own a Hull E if they can only afford to buy enough cargo to fill 5% of its capacity, because it will probably burn more money on fuel than it will make delivering such a small amount of cargo. There are a lot of challenges, risks, and downsides to being a Freelancer, but the greatest benefit is that the Freelancer keeps all the money they earn from a successful delivery.

Edited by Reavern

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By Weehamster
      LAST EDIT: 04/May/2018
      Hi everyone /
      I mainly have ships/vehicles that are either from lore, concept, development or being re-worked, and I constantly add more to the albums.
      NOTE: I've started to keep/restore the albums for ships that are now flyable as I've had a few requests for them. 
      Aopoa (Xi'An) | "Capital" | Khartu-Al | Nox • (Skins) | "Oracle" | "Transport" | Volper |
      Aegis | Avenger: (Re-work) • 'Renegade' • Stalker • Titan • Warlock | Eclipse | Gladius: Gladius • 'Valiant' | Hammerhead | Idris: (Variants) • M • P | Javelin |
                | Reclaimer | Redeemer | Retaliator • (Modules) | Sabre: 'Comet' • Raven • Sabre | Vanguard: Harbinger • HopLite • Sentinel • Warden | Vulcan |
      Anvil | A4A 'Hurricane' | Carrack | Crucible | F7: F7A 'Hornet' Mk II • F7C 'Hornet' •  F7C 'Wildfire' • F7C-M 'Super Hornet' • F7C-R 'Tracker' • F7C-S 'Ghost' |
               | F8 'Lightning' | Pisces | T8 'Gladiator' | U4A-3 'Terrapin' | U9A-1 'Hawk' |
      Argo Astronautics | MPUV: 1C • 1P |
      BIRC (Banu) | Defender | Merchantman |
      Consolidated Outland | Mustang: (Re-Work) • Alpha • Beta • Gamma • Delta • Omega | Pioneer |
      Crusader | Jupiter | Genesis: Starliner | Hercules: Starlifter • A2 • C2 • M2 |
      Drake | Buccaneer | Caterpillar: Caterpillar • Pirate | Cutlass: Black • Blue • Red | Dragonfly • (Skins) | Herald |
      Esperia | "Blade" | "Glaive" | "Prowler" |
      Kruger | P-52 Merlin | P-72 Archimedes |
      MISC | Endeavor | Freelancer: (Variants) • DUR • Freelancer • MAX • MIS | Hull: A • B • C • D • E | Prospector |
                | Razor | Reliant: (Variants) • Kore • Mako • Sen • Tana | Starfarer: Gemini • Starfarer |
      Origin | 100 series (Variants): 100i • 125a • 135c | 300 series: 300i • 315p • 325a • 350r | 600i: Explorer • Touring | 85x | 890 Jump  | M50 | 
                 | X1 series (Variants): Force •  Velocity • X1 |
      RSI | Aurora: CL • ES • LN • LX • MR • (Skins) | Bengal | Constellation:  Andromeda • Aquila • Phoenix • Taurus | Lynx |
             | Orion | Pegasus | Polaris | Ursa | Zeus |
      RSI/Aegis | Retribution |
      Tumbril | Cyclone: AA • Cyclone • RC • RN • TR | Nova |
      Vanduul | "Cleaver" | "Driller" | "Harvester" | "Hunter" | "Kingship" | "Mauler" | "Scythe" | "Stinger" | "Void" |
      Ship Components | Coolers | Fuel Tanks & Intakes | Gun's | Missiles / Torpedoes |
                                     | Power-Plants | Quantum & Jump Drives | Radars | Shield Generators |
      -------------------------------------------- BONUS --------------------------------------------
      Characters | Banu | Human | Tevarin | Vanduul | Xi'An | Wildlife |
      First Person Components | Armor, Uniforms & Clothing | mobiGlas | Tools / Equipment | Weapons |
      Places  |  Environments | Hangars | Shubin | Star Systems Concepts | Terra | Truck-stop / Space Stations |
      Stanton | 1 (Hurston) | 1a (Ariel) | 1b (Aberdeen) | 1c (Magoa) | 1d (Ita) |
                    | 2 (Crusader) | 2a (Celin) | 2b (Daymar) | 2c (Yela) |
                    | AB (Arron Halo) | * (Delamar) |
                    | 3 (ArcCorp) | 3a (Lyria) | 3b (Wala) |
                    | 4 (Microtech) | 4a (Calliope) | 4b (Clio) | 4c (Euterpe) |        
      Gameplay | Cargo | Mining | Salvage |
      Other | Drones / Probes | Land Claiming | Logos | Posters/Ads | Racing | Sataball | Other Vanduul Art | UI |
    • By iG-88
      Let's post our ideas for Star Citizen. The galaxy's a huge place, full of curiosities and splendor! Please be polite and have fun, while we discuss in detail the additions we want to see in SC. Constructive criticism is always welcome, keep it friendly... 
      Here are a few ideas I will start us off with:
      Planets should have highly varied biomes and environments. These should include ocean planets, desert worlds, jungle moons, cavernous lands, ice planets, swamps, (and a personal favorite) lava worlds! It would be cool to have various atmospheric conditions, such as excessive heat or cold or toxicity, even radioactivity, which could have specified suits designed for protection from those environments (without which players would perish!). Planets should also definitely have varying levels of gravity, some with no gravity at all, and some with intense gravitational pull and pressure, suit required. Gas giants would be really cool, where traversing the upper atmosphere would be OK. There could be floating outposts, etc. Then moving too close to the core could crush most ships... Also would be cool to see asteroid-based outposts, with subterranean areas.
      Weather should factor in on at least some planets, but not all. Some planets should remain placid, while others could have weather cycles such as: sandstorms, blizzards, high winds, etc. It would also be interesting to have electrical/radiation storms where again, special shielding would be required to survive. Another interesting addition would be meteor showers, perhaps not damaging to the player in most cases... Of course, the most intense weather should be on planets with lesser city-populations. There should also be 'weather' cycles in space the likes of radiation/electrical storms, where ships' shields would be rendered ineffective. Perhaps here or there, a neutronic wave front (Star Trek, Ahem)! Deadly nebula!
      The ships so far are absolutely bad-ass. Can hardly put it into words just how right they look and feel. I do have one minor issue to discuss regarding player immersion: Planetary entry/re-entry seems a bit off... It feels somewhat awkward orienting the ship into a nose-dive and then accelerating toward the planet. While that should still be an option for entry, it seems lacking, if it's the only way. Players should be allowed to let their ships drift slowly downward towards the surface (with a horizontal orientation relative to ground), all the while getting pulled to greater and greater speeds due to gravity. Currently it seems as though there is no gravity, requiring ships to nose-dive and hit the thrusters. The level of gravity should also have effects on how quickly ships take off, and how much fuel is consumed. Also some of the more lightweight craft should be capable of water-landing and flotation, some, not all.
      Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge.
      Accessories are nice. But keep away from over-extravagant weapon design.
      Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. 
      -Armor & Apparel-
      The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than  simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found.
      NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!).
      Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race!
      There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die.
      I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO.
      All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not  be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.

    • By FreddySEMIASAS
      Hello, I'm selling my Endeavor Base (cause, life project with my wife), ccu'd from a Nox LTI, Paypal, in EURO please, for 260€ (315$)

      Discord live, possible. You can contact me on Discord @ "[APF] Freddy#0551" or on steam, via Reddit or MP here.

      Screen #1 : https://cdn.discordapp.com/attachments/337327771795849218/416284781131726872/Capture.PNG

      CCu applied : https://i.imgur.com/6e7HqmO.png

      ---- I have one trade successful : https://www.reddit.com/r/Starcitize...etaliator_lti_or_2yr/?st=jdyvyiuf&sh=26662ada

      Original thread: https://www.reddit.com/r/Starcitize...ti_ccud_from_nox_lti/?st=je3fu7tz&sh=3b602c3c
    • By GRIZZ
      MISC makes a bid for the next Murray Cup with the all-new Razor. This advanced racer features an advanced composite space frame that puts pure speed ahead of everything else… it’s the ship for pilots who want to leave the competition in the dust.
      Introductory Sale price $135   ($120 WarBond Edition if you pay full cash now, or $135 if you use credits)
      Regular Ship Sale Page
      Introduction Page


    • By Antimyon
      Hey everyone,
      i'm not sure, wether i am doing this right (still rather new to starcitizenbase), but i'd like to buy a Mustang Gamma and/or a MISC Freelancer (any kind) preferably with LTI
      payment via paypal
      please pm me if you have any offers