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

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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.

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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.

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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?

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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:

 

HullC-Landed_closed_001.jpg

 

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.

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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. 

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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

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@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

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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

hy6FcY.png

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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

 

s2uMZlx.png

wdPyAFx.png

Tz50R7b.png

+++

Hull Series (again): in 21:9

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nm2KjMR.jpg
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Aub9ITl.jpg
Ju9rMYp.jpg
 

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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

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