Can't believe the carrying capacity of that ship. I bet you won't see a single one doing trade runs without a full security escort. Thanks for the video, Farrister!
I'm totally soloing it, gonna load it up with empty containers so it looks full, then wander around till I bait some pirates, when they come in I'll trigger self destruct and take them all back to the clinic with me. And if the game mechanics don't allow this then I guess I'll just slowly fly around and get killed.
I think it'll be common for org fleets to use larger Hulls to carry a variety of small personal and utility craft in mothballed storage. As well as being more convenient than having to go to a regional space station to summon these small ships, it helps mitigate Star Citizen's looming imbalance of too-many-ships-not-enough-crew.
I can see these move low value goods in high quantities. Each SCU is relatively unprofitable, but in bulk could be worthwhile for a trader or contract hauler captain and only something equally as large could take the whole cargo. If raided, even a caterpillar (or several) would struggle to find a profit in piracy. It's profits would come from the amount of cargo and the distances travelled. It would be too much trouble to pirate, so could operate with little risk.
Excellent point, the only thing effectively able to loot a Hull-E is another Hull-E. 😅 Sadly you still have those "pirates" that just want to blow your ship up to disrupt your hard-earned profits.
Farrister flies us back to the dry dock, this time to check out the Hull E, and it's enjoyable as always. Couldn't imagine loading all those boxes on the Hull D or E. Maybe they'll add bigger boxes when those ships come along, but l imagine it will be a significant time sink anyway. That said I enjoy loading cargo so nothing to complain about on that end from me 😅
What i think is so cool with these hull cargos ships is that they seem vunerable. Like huge high reward high risk cargo runs. I would love to fly one for my org and make some serious coin, with escorts. But on other end, i woukd love to find online players with full hull and attack and steal their look as pirate. Take as much as i would with catapillar!
if it could transport fighters that would be great. because with basebuilding there will be a option to build ships. this would be a great move if you want to transport new fighters to carriers on the battlefield and resupply them while they are out of combat range. a big role in orgs.
I doubt it'd be able to do any kind of resupply, but perhaps transportation? I think once stuff is loaded aboard, there will be limited interaction with it
I see the Hull-E as less of a carrier, since it doesn't seem to have any launch capabilities, but more of a resupply vehicle. It should definitely be able to bring new assets like ships, ammo and supplies to areas where you have no available bases. Theoretically you might be able to EVA to a Hull-E carried ship and launch from it but with no real land, repair and resupply options built-in it would have to be supported by a small fleet of Vulcans to effectively function as a multi-engagement carrier and definitely not able to launch a squadron in the middle of a battle.
Seeing the Hauling car crash the Hull C currently is, they ad better have that all worked out, and worked through BEFORE introducing the Hull E. Maybe you will a Drydock on the Hull B, which I am sure is the last of the Hull Series that can be operated Solo. Thank you for another great video Farrister.
That was the point of why they released the Hull C, CIG said as much. Get it working, get it out there for testing. You won't see the Hull D, E, or even the B for a while.
I'm really hoping that mass and cargo weight and balance will effect ship performance (handling and acceleration) at some point in the future. For instance if you loaded the front of a C2 leaving the rear empty of cargo, it would be nose heavy and troublesome. Perhaps even dangerous to fly. Likewise an unloaded Hull E with those huge powerplants and thrusters made to haul tremendous mass when loaded... should be quite nimble when empty. Maybe I have too much time in real aircraft where I had to worry about cargo position and weight.
It's an interesting ship but it desperately need some turret coverage in the back even if it can "bring escorts". Also, the load times could stretch to "go to bed and it's ready to go in the morning" levels.
FWIW, on the components (I know you said it's probably out of date), the Hull C released with weapons a size lower than in the concepts. Won't be surprised if the Hull E doesn't do similarly. They're mostly worthless for defense, except possibly as PD.
Honestly, I kinda wish they had stopped at the Hull D. That one is already plenty large, and the E doesn't offer anything that distinguishes it from the D except being *even bigger*, but at a scale that feels like it will necessarily throw off economy balancing. Just how do you make a game in which a 98000 scu behemoth and all the transports we have today are both viable choices? The sweet spot between "why would you ever use a Caterpillar/C2/etc if you can obtain a Hull E" and "why would you ever use the E with all the downsides they added to prevent it from breaking the game" must be incredibly small, right?
They're intending the Hull Ds and Es to run cargo between a limited number of massive, highly specialized shipping hubs that handle them, meaning you're very limited in where you can go. From there you start seeing Hull Cs running the goods to major stations (shipping hubs) in different systems (in lore the most common transport ship running goods to systems everywhere, which checks out since they'd depart these major shipping hubs all the time). From here, you would start to see large haulers suitable for atmo that run cargo to large cities on planets and others are more suited to running cargo in space to other stations (things like the Galaxy w/cargo module, Hull B, Hercules, Cat, etc.), and you've got even smaller ships that run smaller quantities to outposts, etc. It makes sense when you start to look at it like real world logistics, but CIG needs to make it so large ships cost a lot to operate. It doesn't make sense to be running small quantities of goods in large ships, it should result in a loss in operational costs alone if you're not staying in your lane so to speak. Time will tell of course, we'll see what they end up doing.
I imagine a key differentiator would be in cargo hauling, rather than cargo trading. What we have right now is cargo trading, where the player owns and buys all of the cargo. In future cargo hauling, it'll be a contract, where the cargo is owned by a third party (NPC/AI/game mechanic), and player is simply paid to get those goods from A to B.
Yeah I can't see the Hull E having the luxury of not getting involved in combat. Every pirate or troll on the servers would be on the look out for them.
Once there are more meaningful consequences for those players, I'd hope it happens a bit less in the sort of safe, patrolled space where the Hull E would likely be operating.
Honestly the Hercules is on the edge of cargo capacity feasibility for me. Depending on what you want to haul, the location only holds up to a thousand SCU and with other competition, you frequently have to jump to other locations to fill the ship. Are they adding locations that hold enough for a Hull-E's capacity? Will it be a inter-system runner?
When the game is finished more and there are more systems and the economy systems are completed and working, the Hull-E will likely be vital in commodity trading.
I think the Hull series will be more for big cargo runs across longer distances, station-to-station, low value but high volume trades. Then ships like the Hercules could do more of a short haul hop, or planet-side delivery type contracts.
@@Farrister Thanks for the reply bud! I've been enjoying your videos & subbed for almost a few weeks now, you've got an excellent approach to these topics. 👍 But I was wondering: I cannot afford a PC for probably, and sadly, an entire year, but I wanted to get a feel for how orgs operate. Is it alright to join yours and just scope things out or would I need to be able to play? Apologies for the bother, and I hope you're well! 💪
shields literally dont stop anything, i wish they did, but unless i shoot some dinky repeaters at you they literally serve no purpose, missiles go thru shields, ballistics go thru shields, ships go thru shields@@Bruce_Warren
Im actually only repeating this everywhere to encourage CIG to fix that issue faster. Shields basically serve no purpose IMO. Anything that hits your shields should disintigrate until the shield HP is down. Hopefully if I keep pointing out this huge flaw, everywhere I can, eventually they will notice.@@Farrister
I can safely say the Hull ships are not for me LOL with the way the game is I cant even see the Hull E or D having a use it most likely wont be bale to fly through some of the jump gates to do what I would say should be the may point and use for that size of ship ( but the jump points sizes may also change also so we will just have to see. I can just see someone in game putting 30 - 40 mil on a cargo run and ........
the thing is that you need a fleet to shoot down a Hull E otherwise its to easy an the Hull E will never becouse a ship worth flying you you always are the easy prey i see it as a problem that you need 2 to 5 crew 1 -2 crew is anogf to fly them i will say go afor the C2 unless you relly have many friends most players are solo players an even if they are in a guild or somehow this ship is to big just to fly around to much risk to slow take long time to fill an so on you will be bored to death before of worry the week is over if you fill 30 50 mill in the ship an people so easy can come an blow you up.