Elite Trader's ship progression guide
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There are "Choose your progression" tabs. You can select different ship progressions and find out which one works best for you.
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Rare Trading
Regular Trading
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Ship
Base Ship Cost
Trading / Hunting Spec CostInsurance CostCargo CapacityEarningsED Shipyard
Can land on:
Best Trade
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Sidewinder32,000 Cr244,163 Cr12,208 Cr0 T300,000 Cr/hrLinkSmall PadsBounty Hunting
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Viper95,893 Cr511,797 Cr25,590 Cr0 T800,000 Cr/hrLinkSmall PadsBounty Hunting
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Cobra MK III379,718 Cr1,366,512 Cr68,326 Cr40 T1,000,000 Cr/hrLinkSmall PadsRare Commodities
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Type-6 Transporter1,045,945 Cr2,329,225 Cr116,461 Cr104 T1,700,000 Cr/hrLink
Medium Pads
Regular Commodities
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Asp Explorer6,661,153 Cr9,458,685 Cr472,934 Cr120 T2,300,000 Cr/hrLink
Medium Pads
Regular Commodities
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Type-7 Transporter17,472,252 Cr21,671,623 Cr1,083,581 Cr216 T2,700,000 Cr/hrLinkLarge Pads
Regular Commodities
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Imperial Clipper22,295,860 Cr30,634,722 Cr1,531,736 Cr240 T3,400,000 Cr/hrLinkLarge Pads
Regular Commodities
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Python55,171,395 Cr64,952,977 Cr3,247,649 Cr284 T4,500,000 Cr/hrLink
Medium Pads
Regular Commodities
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Type 976,555,842 Cr104,297,238 Cr5,214,862 Cr500 T5,500,000 Cr/hrLinkLarge Pads
Regular Commodities
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Anaconda146,969,451 Cr160,733,300 Cr8,036,665 Cr452 T6,800,000 Cr/hrLinkLarge Pads
Regular Commodities
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Notes
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* Invaluable Links:Trader BibleRegulated NoiseElite Trading Tool
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* If you bought the game in alpha/beta/gamma, your insurance costs will be less. You can use ED Shipyard to figure out what the insurance costs will be.
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* All builds assume you're running with the minimum class D-rated shields that you ship can have. Flying without shields is a quick way to lose a few million Cr!
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* You lose 10% of your total ship cost when you sell it (hence the "upgrade loss"). You should always sell your modules and swap the ones you can't sell with the cheapest
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before you sell your ship because you don't lose money when you sell modules back individually. Basically, strip your ship to the cheapest you can make it and then sell it.
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* Earnings are average estimates based on my own routes. YMMV. For example, some people have found 6mil/hr Python routes, and others 8mil/hr Anaconda routes.
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* Some of the best routes I've found are 3-leg routes.
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* If the ship has decent jump range with a B-rated FSD, get it with the B and upgrade to A later. Otherwise (e.g. Type 9) get it with the A.
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* When you have the money, upgrade your power plant and fill your utility slots with class A shield boosters for extra survivability. 5 rating A shield boosters will double your shield capacity!
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* Rating A modules perform the best but use the most power, rating B modules weigh the most but have a good price / performance ratio, and rating D modules weigh the least.
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Because rating D modules weigh the least, you always want to outfit your trading vessel with rating D modules, except for the frame shift drive, which you should aim to get an A-rated FSD to
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maximize your jump range. Remember class size on your modules matters more than rating! For example, the Cobra has a class 4 FSD slot. Fitting a 3A gives you a 6.49LY jump range while a 4E
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will give you a 11.07LY jump range. I find it useful to always sort outfitting by class descending, then you will always see the best rated highest class items first.
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* Don't haul cargo in a sidewinder or eagle. Do delivery missions and go to navigation beacons and resource extraction sites. Shoot up wanted AI and earn the big credits.
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* Skip the Type 9. It's slow and cumbersome and has a max 13.6LY jump range. If you look hard enough you can find a 6-7mil/hr route in a Python.
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* The Python is currently the best multipurpose ship in the game. Flies like a dream, wrecks any ship in combat. It's only downside is a max jump range of ~16.4LY (for trading). You can land on outposts!
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* Don't bother upgrading the Anaconda past trading spec (except for 6A thrusters). Just use it to fund your fun ships. With a 20LY loaded jump range and 452T cargo it's the best trading ship. Also, 6-7mil/hr.
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* The Imperial Clipper is worth getting over the Type 7. It suffers from the Python's short jump range syndrome, but if you put rating A thrusters and power distributor on it you can boost
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to 440. No pirate is going to catch you and none of the ships that can mass-lock you can boost as fast. It's so nimble it's like trading in a 240T cargo viper.
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* Here's are some good links to start you with trading rares:
Hauler rare trader
Rares System Distances
Sample Rare Circuit
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* The progression tabs assume you're selling your trading ship to move up to the next ship.
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