Saturday, February 28, 2015

Fingerbob's guide to Elite Dangerous Trading, Part One

Hi! Welcome to my first post (hopefully of a small series) on how to trade in Elite Dangerous. I'm going to start at the beginning and detail the simplest, fastest, ways to trade goods in E:D, up to the point where you're making so much money you will have to decide for yourself what to do next.

Here's some links to the other entries in this beginner's guide. If you want to skip ahead, scroll down and find the relevant post. I'll be covering next steps, rare trading, fuel and scooping, working with the larger ships and how to find the best trade routes. If all of that sounds like random gibberish - read on!

Part one - the basics
Part two - I think we're going to need a bigger boat
Part three - Rare trading for the win
Part four - Ahab and the whales (bigger ships, mo money)
Part five - Commodities, economies and route planning


If you're interested in exploring, check out my introduction guide here.

Starting Out - buying and selling goods


Your first trade

Let's begin at the beginning! You've got a Sidewinder with four tons of cargo space. You've got a few credits in the bank. How do you make money?

You'll be sitting in a space station. If you select "Starport Services" you'll see the Commodities market pop up. Select that option and you'll see a list of goods (or Commodities) for sale and purchase.

The price and availability of goods depends on various factors. Firstly, and most importantly, is the type of economy of the system - Industrial, Agricultural, High Tech, Refinery, etc.

Here's a list of the various types of economic system and the goods that are in supply (being sold) or in demand (being bought) in those types of economy.

http://elite-dangerous.wikia.com/wiki/Goods

And here's a more detailed list of each type of commodity available in the game.

http://elite-dangerous.wikia.com/wiki/Commodities

So, how do you make money? Simples! Buy low, sell high.

But what should you buy? and how do you know what's low and what's high? Well, that really depends on lots of factors (time of day, how many people are trading and more) but the simplest thing is to learn some of the basics.

Agricultural economies produce things like food and drink, so they tend to be in supply (and cheap to buy). They like to buy things that help them produce food (like crop harvesters or atmospheric processors) and things that keep their farmers happy (domestic appliances, consumer tech, clothes).

Go to an Industrial economy, and you'll find them producing things like domestic appliances and consumer tech, and in need of things like food! So if you buy food in an Agricultural system, fly it to an Industrial system and sell it, you'll make a profit! Even better, if you then buy some consumer goods or clothes and fly them back to the starting Agricultural system, you'll make a profit on the return leg, and you've got yourself a trade route.

You may be thinking "that's awesome, Einstein, thanks for the economic theory - now just tell me what to buy and where to take it". Because the answer to that question is based on where you are, how much money you've got and how much cargo space you've got free, you'll need to do a little bit of work yourself to figure out the best answer. The hard way to do this is to go into the galactic map, look at the trade routes, narrow down a commodity that's leaving your system and flowing to a target, and finding a return commodity to help make profit.

The easy way is to use one of the many tools to go look up the best answer. This steps outside the fiction of the game and you might consider it bending the rules - but if you're looking for the fastest way to get cash, it's a great way to start. I've used Thrudd's trading tool a lot to begin with - this tool tracks prices in various stations and helps you to pick the best goods to buy and where to take them.

http://www.elitetradingtool.co.uk/

Go to the trade calculator, pop in your details (cargo hold size, available cash, your current system) and it'll tell you the best profit trade you can make. Fill in the destination details and reverse the route, and it'll tell you what to bring back on your return.

As an example, if you're starting in Agri and aiming for Indi, you'll probably buy grain or fruit and veg for your first purchase. Once you sell at the other end, you'll likely buy clothing and domestic appliances or even biowaste to make a buck on the return journey.

Now all you have to do is fill up on as much cargo as you can afford, fly to your target system, head to the right space station, dock, and sell it! Ker-ching! Do the same on a return leg and you'll have made some moolah, seen some sights and be ready to repeat the process. Don't forget to buy fuel!

Now you're probably thinking "holy moly, I made a couple K in profit, it's going to take me forever to get that Anaconda". True - but you're on your way.

Your first hour trading

You've made a few credits and you're on a roll. If you repeat what you've just done a few times, you'll have even more credits (probably a few thousand) and you'll be getting the hang of navigating the commodities market, docking and jumping between systems. Don't worry about getting rich until you're comfortable with the basics. Repeat that run you just made five times and then take stock.

Once you've got the basics down, what next? Well, mo money makes mo money. You can hopefully afford some of the more expensive commodities on future runs - you might have started out buying and selling food carts or grain or clothing - they were the only items you could afford 3 or 4 tons of. Now, you should be able to afford a ton or two of tea or coffee, maybe some domestic appliances. You were making 1K a run, with a couple of hundred credits per ton. Now you spend 5K and you make 2K a run, with a profit in the region of 300-400 credits per ton. You don't need to buy all the same items - you can always purchase a ton of expensive stuff and fill the rest of your space with cheap goods to round out your profit.

The simplest thing to do is to repeat this process until you are filling your hold with the most expensive goods at each station and you've still got money in the bank. You'll probably have 25-30K at this point, and you'll be buying consumer technology, tobacco, progenitor cells or superconductors at 4-7K per ton, with a profit of 1K per ton when you sell.

Working for the man

You've got the basics down and a small pile of credits - wouldn't it be awesome if you could break the monotony and pull in 20K profit once in a while? Well, you can! every time you dock at a station, even before you sell your goods, take a quick look on the bulletin board. If you're lucky, you'll see someone who wants what you're carrying and is willing to pay a premium for it. Quids in!

Even if they don't want what you've got, you'll occasionally see missions where you can carry someone else's cargo for a decent reward. You'll also see missions asking for certain goods at a decent premium and it's often worth your while going out of your way to find what they are asking for. If you spot a mission asking for 4 tons of silver or gold, take a quick look on Thrudd's trading tool and see if you can make a quick turnaround on the purchase - you might even be able to make a profit on the run out to the station that sells the silver, and make a nice 15-20K on the return. Just be sure you can afford the goods before you promise to deliver them!

This is probably the fastest way to get big chunks of starting cash, so don't forget to check every time you dock.

Onward and upward

Once you maximise your profit potential, you've got a few options. The first is probably to look for a more lucrative trade route - if you're not making 3K+ a run (round trip) then you should look to find a better pair of stations to trade between.

You should also factor in how efficient the run is - hyperspace jumps take time. Supercruise and docking take even more time. You should be able to find a route that takes less than 15 minutes round trip for a single jump and once you're practiced at navigating and flying, you can probably get a two or three jump route round trip in under 15 minutes and a single jump trip round trip in 10 minutes. Time taken is time wasted, so be mindful and practice docking fast (hopefully without blowing up!) and navigating the commodities pages.

There will be a point where you've found a good route, you're doing it as fast as you can, and you're now limited by cargo space rather than money. This is the point to decide your upgrade path.

The first, mostly obvious, upgrade is to take out your discovery scanner and replace it with a class 1 cargo bay, which gives you another two tons of cargo capacity. If you're trading, then you're likely not discovering much and you've just increased your profit potential by 50%. You might not be able to buy this in an Agricultural system but you'll likely be able to find a new cargo hold in an Industrial or High Tech system. Just browse to Outfitting, pick your discovery scanner slot and see if they have a 1C cargo bay replacement.

The second thing you should consider is upgrading your Frame Shift Drive. If you upgrade your FSD, you'll be able to jump further - that might make more lucrative routes open up to you (or reduce the amount of time it takes to run the route by reducing the number of jumps you need to take). You'll see various stats that change with this upgrade, but basically each increase in the rating of the drive will allow you to jump further. picking up a 2D drive will give you an instant boost for not much outlay. I'd not recommend going as far as a 2A drive, because (if you're trading focussed) there's better things to spend your money on coming to you very shortly!

Different rated items are better in different ways. You'd expect that as you progressed from rating E to rating A everything would improve, and that's often the case - but D rated items are nearly always much lighter than A, C and E rated items (which are normally the same mass). conversely, B rated items are nearly always much heavier than the rest. Why does this matter? Because the mass of your ship affects your maximum jump range. Because of this, you're often best getting D rated items as the first and only upgrade for any particular system unless you really need that system to be best in class - in which case the A is often the best and only choice because the B rating item ruins your jump range. You might find that you can survive with a lower class system, and the 3A is better for you than a 4D and doesn't cost much more.

If you're feeling dangerous, you can swap your shield generator for another class 2 cargo bay with 4 ton capacity. If you're a careful pilot and don't tend to crash into things, this can really help maximize your profitability. Be aware that any small scrapes and bumps will damage (or potentially destroy) your ship, leaving you back in space dock with a nasty repair bill - or even worse, giving your 10 tons of cargo to a pirate and dropping you back into a new loaner Sidewinder!

If you've maxed your ship cargo space as much as you can and you're still at your profit cap, the next step is to get a bigger ship. Congratulations, commander - you're on your way!

See part two of my guide for the next steps in trading.
See part three of my guide for details of rare trading.
See part four of my guide for information about trading in the bigger ships.
See part five of my guide for details of commodities, economies and route planning.










Wednesday, December 10, 2014

Sleepless

Not in seattle, and mostly due to coughs, colds and other child-afflicting issues. The FSM has a lot to answer for, if you ask me, all these goddamn sub lifeforms replicating in my offspring.

Maybe next year we'll be rid of coughs and colds and be able to get some bleedin' sleep!

Sunday, November 2, 2014

Archivist

    Keeping track of one's digital history is becoming distinctly non-trivial (in programmer terms, this means a challenge that you're not going to do in a day, or a week, and may not actually be a solvable problem).

    I've got a PC with a selection of very large drives in, each containing backups of archives of backups of previous drives going back to the last century in some cases. I've made various attempts over the years to clear this up (or down, whatever you prefer) but there's still many gigabytes of files that may or may not be interesting to me in the future.

    I've also got a whole host of other devices (Amigas, phones, tablets, laptops) that may or may not have content I'm interested in. In 2014, one can comfortably expect this to be video and photos, but historically I've also created text files, music, programs, models - in fact, while the quality may be terrible I've made most types of media at some point.

    What should I keep? What should I throw away? More importantly, how does one find the time to examine and categorise one's digital history?

    When I get (even) older, will I regret pruning and purging content I've created? What kind of emotional response will those WoW screenshots I just deleted have evoked?

    I took a look at some screenshots from my Lady Aerlinthe quest, one of my first (and at the time, pivotal) MMO experiences. I can barely remember the event while looking at the pictures, it doesn't really mesh with my brain-stored memories. I always find this surprising, for some reason.

    When I'm 64 and I've accrued another couple of terabytes of history - will I ever go back and look at it? Will anyone else?

    I have very vague memories of, as a child, watching my father work a slide projector, showing off his holiday travel photos that he'd had processed into little boxes of slides - a box as long as your arm and as wide as your hand could hold nearly 100 pictures. Now I have a box under my stairs that's smaller which holds nearly every important picture or video I've taken in the last decade, and we're talking about tens of thousands of images and thousands of videos. I can just imagine the looks on my boy's faces were I to sit them down and begin and the beginning!


Saturday, August 16, 2014

New shoes

Isaac has his first pair of shoes. He's running around the house like a small, pink orang-utan, arms held up in the air for balance. He's so gorram cute. Definitely different in temperament to Gabe. I think they're going to be good friends ;)


Friday, July 18, 2014

Second birthday

This weekend, it would have been Elijah's second birthday. This is just a quick note to say, while we appreciate people want to send cards (and we love the fact others recognise he was, and still is, a hugely important part of our lives) ... sending a "happy second birthday" card isn't really the way to go. It's not a happy day. It's something we commemorate, but I think the idea of celebrating it is pretty strange for us.

If you do want to make Nic super happy, a "thinking of you" card would be hugely appreciated. As for me, it's obviously massively important to me but I'm not a flowers or cards kind of guy - maybe buy me a beer ;)

A huge amount has happened over the last two years, not least awesome little Isaac. We've both gained a little distance from the most disruptive and disgusting event in our lives. It's touched us all, mostly in negative ways but we do try and take positives from it where we can.

Hopefully we're making some progress with the GMC investigation into the consultant's actions on the day. More info on that to follow.

Saturday, May 10, 2014

Technology socks

    Somewhere between rocks and sucks, my recent Sonos purchase has been driving me mad today. When it works it's fantastically transparent. A combination of Spotify premium and every compute device in my house acting as a remote means I've been listening to a hell of a lot more music this past two months than probably the whole of last year - oddly enough not a much wider variety, simply the same tracks many more times.

    I'm truly loving it, when it works. When it doesn't (like today, when I'm unable to authenticate my Spotify account via Sonos, for some unfathomable reason, or like last week when my wireless network acted as though my friends has brought an EMP generator into the house) it makes me realise just how frustrating it is when things don't "just work".

    My Neato Signature Pro, purchased at about the same time, has so far simply "just worked". I plop it down, it vacuums the room, I empty the dust box, rinse and repeat. Fantastic technology. I'm certain that if it had usability or reliability issues, I'd be slagging it off but it hasn't demonstrated any problems yet, so in my books it's perfect.

    Technology is hitting many targets now that even recently I would have considered science fiction. I'm confident that we'll hit a few more benchmark points over the course of this decade; Consumer VR for entertainment and (more importantly) teleconferencing / teleparticipation. Automated vehicles (although this is likely to bleed into the next decade before it becomes predominant for private transport). Home automation devices that require motion of the unit (robot vacuums that deal with stairs, decorating robots, cleaning robots able to deal with showers and baths, that sort of thing).

    The main thing that will stop any general public acceptance isn't the feature set - there's a certain minimum bar in all the above examples that will be good enough. No, the thing that will stop general public acceptance is if these devices don't "just work". If the technology hovers between rock and suck, most people simply won't deal with the foibles and down time, they'll steer clear.


Friday, December 27, 2013

And relax

We've had a lovely Christmas, and I hope you all have too (or if you're not celebrating Christmas, I hope you've had a lovely week!)