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Re: Passenger missions approach.

Posted: Sat Jul 26, 2014 4:54 am
by Falcon777
Aye to this. The combination of courier and passenger berths is very interesting. Planning your routes in chart 5 mayhap be a bit harder/easier than in some of the others. On the one hand, you really don't have many choices as to which way you are going to go as once you are on one end of the galaxy, there's usually only one run going to the other end that is profitable. However, the interesting thing comes in when you attempt to add in extra passengers/parcel missions that are just one or two jumps off of your route. Things can get a little tight near the end of the run, but the profit is pretty darn good.

Re: Passenger missions approach.

Posted: Sat Jul 26, 2014 10:17 pm
by Malacandra
Oy vey iz mir. Passenger carrying has got nasty in 1.80. After some milk runs in a Python - and noticing that I was getting a lot of greedy pirates - I thought I'd try what had worked so well in 1.77 and bought myself some passenger cabins. But most passengers are too high-toned and snooty to travel with me, it's wicked hard to get your combat rating up, I've barely managed to pull my passenger rep up in a run from Zaonce all the way over to the southeast corner, and when I warp into system to find five or six assassins* blocking my path before I can even try to hyperspeed, it's just as well I'm not ironmanning.

I mean, here I am with shield boosters, a military laser one end and a beam the other (since upgraded), and it's freakishly hard to kill anyone or, in some cases, even to stay alive.

I have ten passenger cabins and have not been close to filling all ten on a run yet. Just as well really since the assassins' guild seem to be after just about everyone I pick up, and if there's a rhyme or reason to it I've not spotted it yet.


*At least I know who they are now. And not even a tenth-credit in bounty for them! :evil:

Re: Passenger missions approach.

Posted: Sat Jul 26, 2014 10:22 pm
by Cody
<grins mischievously> Perhaps Oolite knows you're using it to write fiction, and is simply making it interesting for you?

Re: Passenger missions approach.

Posted: Sat Jul 26, 2014 10:25 pm
by Malacandra
Interesting as in "Chinese curse", yah. It's most disheartening to see five traces turning red before you've even properly exited the wormhole, and hit the injectors only to find half the bad guys have got 'em too. Hardheads are good for making a ship run away for a while but I don't think I've got a missile kill yet. Gah. It'll be a long time buying another ship at this rate.

Re: Passenger missions approach.

Posted: Sat Jul 26, 2014 10:29 pm
by Cody
It's certainly easier to outrun those assassins in a Cobra III than in a Python, I'd think - maybe I'll try my rustbucket Python tomorrow.

Re: Passenger missions approach.

Posted: Sun Jul 27, 2014 7:53 am
by Zireael
Cody wrote:
<grins mischievously> Perhaps Oolite knows you're using it to write fiction, and is simply making it interesting for you?
LOL :D

Re: Passenger missions approach.

Posted: Mon Jul 28, 2014 9:40 pm
by Malacandra
Cody wrote:
It's certainly easier to outrun those assassins in a Cobra III than in a Python, I'd think - maybe I'll try my rustbucket Python tomorrow.
Heh. Four assassins, apparently all of them with injectors, jumped on the now-renamed Dirty British Coaster - one enjoyed the brilliant gleam of my rear Military Laser, two more ran in terror from hardened missiles, and the fourth made threatening noises while running away after taking a bunch of laser hits. Meanwhile I'm finally getting some passenger rep but it's been hard labour. May be able to afford a ship trade-up eventually...

Re: Passenger missions approach.

Posted: Tue Jul 29, 2014 9:09 am
by Zireael
and the fourth made threatening noises while running away after taking a bunch of laser hits.
LOL, that always cracks me up.

Re: Passenger missions approach.

Posted: Tue Jul 29, 2014 1:25 pm
by Malacandra
Zireael wrote:
and the fourth made threatening noises while running away after taking a bunch of laser hits.
LOL, that always cracks me up.
Yes, the quality of repartee has gone way up with the latest installation. You'll get a revolutionary screaming things like "Wait! We're not your enemies! Read about the Rae'dre Six! Read about the disappeared..." or an Assassin yelling "You're making some dangerous enemies, Dirty British Coaster"... oh what, you mean a bunch of ships might drop on me without warning and try to kill me for no reason? :lol:

Re: Passenger missions approach.

Posted: Wed Jul 30, 2014 7:00 pm
by onno256
Hehe, I've noticed it too. 1.80 is alot harder, but has also more immersive gameplay...
Anyway, I' m still making profit in my shiny new Cobra MKIII

Re: Passenger missions approach.

Posted: Thu Jul 31, 2014 8:30 pm
by tinker
After about eight years playing, mostly in my rusty ferdelance which I got a good deal on six years ago, I almost exclusively run passengers in the 2 berths I could fit in, the rest of the cargo hold is used for scooping cargo or survival pods en route, scooped stuff is 100% profit. I always look for courier missions that are on the way, that covers the fuel costs.

I avoid combat wherever possible, for two reasons - I am rubbish at it and the return on investment is not worth the trouble. I might get my hits over eight years up to total of 120 this year as I have, unavoidably got 118 so far, in self defence. For relaxation, when there are no passenger runs I do a bit of asteroid mining, targets that do not shoot back are just my kind of target.

There is certainly more than one way to have fun in the Ooniverse

Re: Passenger missions approach.

Posted: Thu Jul 31, 2014 8:34 pm
by Cody
tinker wrote:
There is certainly more than one way to have fun in the Ooniverse
Ain't that the truth!

Re: Passenger missions approach.

Posted: Fri Aug 01, 2014 1:00 am
by Falcon777
tinker wrote:
After about eight years playing, mostly in my rusty ferdelance which I got a good deal on six years ago, I almost exclusively run passengers in the 2 berths I could fit in, the rest of the cargo hold is used for scooping cargo or survival pods en route, scooped stuff is 100% profit. I always look for courier missions that are on the way, that covers the fuel costs.

I avoid combat wherever possible, for two reasons - I am rubbish at it and the return on investment is not worth the trouble. I might get my hits over eight years up to total of 120 this year as I have, unavoidably got 118 so far, in self defence. For relaxation, when there are no passenger runs I do a bit of asteroid mining, targets that do not shoot back are just my kind of target.

There is certainly more than one way to have fun in the Ooniverse

You might like the ore processor equipment mod to add a little bit of flair to your mining.