NOMAN's Trading Guide
NOMAN’s Trading Guide Link to heading
The NOMAN’s Trading Guide gives impulses and things to think about - take it as a baseline.
The #principle of trading is simple: buy at low prices (Max Inventory) - sell at high prices (Out of Stock). Also known as Demand and Supply.
To trade in the ‘Verse is a tedious but rewarding work. We enjoy finding lucrative commodities and the journey we experience on the way to the selling spot.
Maximizing cargo capabilities for maximum profit and reducing risk of a loner dependency on the fluctual market and their prices is primary objective.
Trade Link to heading
#Etymology Link to heading
- “path, track; course of action,”
- “a track, a trace, course”
- “one’s habitual business”
- “#occupation, the craft or business one has learned and carries on for #profit or a living,”
Strategies To Consider Link to heading
- Practice is king! Especially Multi-Tool, MaxLift and Ships Tractor Beam as well as ATLS.
- Never fly empty!
- Diversify! In our case diversify from primary/secondary and if large ship filler as well
- Low quantity with high profit per SCU is prioritized (#primary commodity)
- Medium quantity with medium profit per SCU is #secondary commodity
- Mass quantity with low profit per SCU is #filler commodity (HULL-series trading)
- Sell all / everything
- Respect the limits of inventory
- Calculate the inventory cycles
- Loan before buy
- Rent before buy
Requirements Link to heading
- Reputation at Organizations trading spots (neutral or higher)
- <= Crimestat 2
- Multi-Tool with TruHold Tractor Beam Attachment
- Undersuit with helmet
- Knowledge of your ships grid and off-grid cargo capability
- Knowledge of your ships fuel tanks capability
Optional Link to heading
- MaxLift Tractor Beam (20k) with Batteries (not required yet)
- a Heavy Core armor pieace and a Heavy Backpack for food, drinks and loots while waiting on inventory cycles.
Trading Spots Link to heading
Trading Spots are any locations with Commodity Terminals, the place where you buy and sell commodities. We utilize UEXcorp as main source of “inspiration”.
Trading Stations Link to heading
On our #TradeRuns we also passing space station that have Commodity Terminals. Make sure, every now and then you have a go at a space station where you buy and/or sell commodities. That will give you the opportunity to refuel the ship (hangar) and refill the body (medical center). All of them also have habitation. Due tue the nature of trading, you easily can log off at any of those station and continue trading next session - no bonds to a contractor.
Trade Runs & Go’s Link to heading
- A #TradeRun has a start and an end. You buy & pick up and delivery & sell commodities.
- You do one pick up and delivery, that is considered to be “One Go”. If you finish trading, that is “One Run” as well. Each Go is a stop, a landing (1:1).
- But if you continue trading, buying commodities at that delivery location, then you do a “Second Go” (n:1).
- One Go can be One Run (1:1).
- Multiple Go’s in One Run (n:1).
Our focus on Trade Runs is doing multiple Gos, for the fun, the challange, the logistics and of course the #profit.
Profit (/ˈprɑː.fɪt/) Link to heading
- Money that is earned in trade or business after paying the costs of producing and selling goods and services.
- Profit is the money earned by a business when its total revenue exceeds its total expenses.
- Gross profit subtracts only the direct cost of producing goods from the total revenue.
- Operating profit takes into account both the cost of goods sold and operating expenses such as selling, general, and administrative costs.
- Net profit, or the bottom line, is the money left over after subtracting all expenses from total revenue.
- Revenue (vs. Profit) is the total amount of sales generated by a business for its goods or services.
How To Calculate Profit Link to heading
- To calculate profit, you need to take the revenue from above, subtract all expenses, then take away any deductions.
- This difference is the final amount of money that was gained after all transactions were completed.
- Expenses - refueling, food and drinks
- Extraordinary expenses - repair, initial invest in gear, armor, utility and rental services
- To simplify we calculate “(-invest+revenue)/commodity = profit/commodity” (for further analysis and splitting into trading go’s) - (gross profit)
- To summarize we erradicate the commodities but subtract the all expenses to get the profit per run “(-invest+revenue)-expenses = profit” - (net profit)
Tips & Tricks Link to heading
Things To Do Link to heading
You can follow blindly, or you’ll feel the consequence
- Buy 50% where you can buy stuff at two locations (or in proportion)
- Check “Local Market Prices” BEFORE unloading
- Sell 50% where you can sell stuff at two locations (or in proportion)
- Bigger boxes means less tractor beaming work
- Refuel BEFORE unloading
- Utilize Auto-Store ship in hangar
- Use medbeds to refill your body AFTER selling the goods
- Retrieve & Store & Retrieve ship in your hangar, or
- Retrieve ship from ASOP, wait until hangar and number plate of the ship appears, go in the hangar, Store & Retrieve
- Check commodities in the ship BEFORE leaving the hangar
- Sell all, or go to the next selling spot
Things To Avoid Link to heading
The Lord of Bug Citizen will hit you at one point
- Check-In at Freight Elevator Terminal until you see the empty elevator
- Wait a sec or two, when F prompts, then press
- Load one box and check-in at Freight Elevator Terminal until you see the one box, continue loading
- Check fuel state, BEFORE starting Quantum Travel
- Gridded cargo will despawn with autostore, check BEFORE take off
- Navigation/Maps sucks, orientate yourself
- Refuel did not work, you’ll notice
- Off-Gridded cargo may get stuck in the ship, place them carefully
- Off-Gridded cargo may get lost while in the hole to Pyro/Stanton
- Prioritize trading spots with Max Inventory/Out of Stock over Profit
- You don’t want to go back to a selling spot, because inventory was maxed, while selling
- Expect piracy in Pyro - don’t unload, while players are there
- Expect piracy in Pyro - unload & store high value fast & first
To Consider Link to heading
Things to consider as a Trader: Link to heading
- You need a Pyro RYT Multi-Tool with TruHold Tractor Beam Attachment (less than 1k aUEC).
- You don’t need but maybe want a MaxLift Tractor Beam (20k aUEC) to traverse SCU boxes further than 20 meters and boxes bigger than 16SCU.
- It’s recommanded to have armors with enough capacity for food and drinks (Heavy Core Armor).
- It’s recommanded to have a backpack for food and drinks but also for loots, while waiting for the commodity cycle (Heavy Backpack combined with Heavy Core Armor).
- Water & energy drains faster with Hauling than Mercenary on a Distribution Center.
- If your reputation is “not eligable” or “hostile” (faction) in Pyro, don’t go there.
- You can rent RSI Constellations (Taurus) in New Babbage, microTech.
- Every Go (stop/landing) takes time, especially loading / unloading small boxes.
- Cargo Capability vs. Time Effort - A Drake Caterpillar has much capacity but takes a lot of time to load / unload (solo)
- Cargo Capability vs. Time Effort - A Drake Caterpillar has much capacity but takes a lot of time to load / unload (duo)
- Cargo Capability vs. Time Effort - Closed cargo bays take more time to load (Zeus, Freelancer, Cutlass..)
- Cargo Capability vs. Time Effort - Open cargo bays is easier to load / unload (Constellation…)
- Cargo Capability vs. Manouverbility/Agility - Medium Freight ships are more suitable (Cutlass, Zeus, Freelancer…) than the Heavy Freight (Constellation, Hercules…)
- Light vs. Medium vs. Heavy Freight ships - Agility and Maintenance vary depending on the size and capability of the ship.
DISCLAIMER: Link to heading
Star Citizen is in Alpha (Early Access) and therefore in development. Any prices, inventory capacity, inventory cycles may vary and change based on server region and shards. We experienced different prices for the same commodity at the same location within the same cycle.