With that in mind I decided to have a crack at passenger missions even though I'd seen some opinions that the credits weren't worth it. After experimenting I've decided this is not really correct. The trick is to outfit with a number of passenger berths and and pick up new passengers that are roughly en route with the passengers you already have. This way I've found that my credit earning is way exceeding periodic overhaul costs and it's quite entertaining planning the routes. While planning routes, it's important to take routes with more jumps. For example a particular 6.8 light year jump takes 41 hours, but there's a planet in between that means you can do it in two jumps of 3.6ly (14 hours) and 2.4ly (5.8 hours) totalling 19.8 hours, thus halving the time. I know, the distances don't add up either, particularly as the one in between is a slight detour on the map. Anyway, doing it this way means you save your self loads of hours en route giving yourself more play to take on more passengers at the same time all on longer runs. Getting it running this way means you soon start turning over the credits pretty quickly. Between my last two 14,000cr overhauls I earned 60,000 credits this way and it was probably four or five hours of game play, throwing in a few witch-drive failures and beating up thargoids for a bit of fun on the way.
While doing this I never dock at planets where I'm not dropping off a passenger, rather go and refuel off the sun. When I do drop off a passenger, I take a quick look to see if there are any contracts that fit in with other passengers and keep it rolling like this. Next session I'm going to try and outfit with 11 passenger berths and see how it goes. It's given the game a whole new lease of life for me.
Just thought I'd share my thoughts on it.
