MISC was formed in 2805. It was a merger between the failing Hato Electronics Corporation and the Musashi Lifestyle Design Unit. The merger capitalized on Hato’s network of large-scale production facilities and Musashi’s design genius.
MISC is based on Saisei in Centauri and maintains its corporate offices there. As a manufacturer, they’re known for the ergonomics of their factories, where spacecraft are robotically assembled with precision. Their central dealership facility resides there and is open to the public. It’s a location worth visiting if you’re in the area.
Centauri was one of the first systems settled during Humanity’s expansion among the stars. It was discovered in 2365 by a dedicated survey ship. Centauri III was quickly offered up at a premium to colonial outfitting groups. The result was Saisei, one of the most beautiful and well-constructed Human worlds in the UEE. Saisei is known for its natural beauty, organic construction and limited population. Fujin City is the landing point for most visitors and boasts a fully automated high volume landing zone. And of course there’s the MISC factory, which is considered a must see.
The majority of MISC’s business comes from the production of their heavy industrial division. MISC-HI is responsible for a range of configurable bulk transport spacecraft that are ubiquitous in UEE space. Their sturdy and modular designs are an industry standard for shipping among human corporations. Four standard hulls are mass produced. They range in size from the efficient Hull A the enormous Hull D.
An unexpected popularity among the Xi’An spawned an unlikely business relationship. It led to MISC becoming the only Human spacecraft corporation to sign a lend lease agreement with the Xi’An. Although the specifics of the arrangement are a tightly guarded secret, it’s rumored that Xi’An technology is used in Freelancer development. And there are claims suggesting MISC’s next line of spacecraft, will adapt Xi’An thruster technology for use in Human ships.
In recent years, MISC has turned its attention to advancing its two ship lines marked for personal use – the Freelancer and Starfarer. They’ve funneled profit from their corporate revenue to break into this crowded segment, battling against giants such as Roberts Space Industries and Drake Interplanetary.
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Founded in 2075, Roberts Space Industries have pioneered space travel since the early 2100s when they invented the Zeus, humanities first ship capable of short-distance flight. These first attempts were limited to only the super wealthy, but it wasn’t long before they found a way to deliver space travel to the masses with their range of Aurora and Constellation spaceships.
The Constellation series comes in (4) flavors and is designed to cater to a broad range of needs. The original base model is a multi-person freighter, the bestselling ship in the RSI line up.
The Constellation is often favored by merchants and smugglers, due to its cargo capacity, high-power output, and modularity. Options such as:
Each Constellation model includes a manned turret, a sizable cargo area, and a flight deck. Recently four additional models were revealed which provide additional features.
The Andromeda base model holds a crew of 5 and comes with a P-52 Merlin in the hangar – a dedicated parasite fighter, designed for one crew member to hop in and join a dogfight with speed. This maneuverable little ship measures in at 12 meters in length making it ideal for racing, fast-paced combat and a bit of discretely localized reconnaissance. If destroyed in battle, the P-52 Merlin comes with a lifetime replacement insurance making it a reliable tool for any fleet concerned about risking resources.
The Andromeda can hold 134.4 Cargo Units, is 61.1 meters in length and holds a maximum of 6 power plants and shields, 4 engines, and 8 thrusters.
The Aquila is designed for exploration and comes with a redesigned cockpit allowing for extra visibility but only 4 crew members. This variant comes with the P-52 above, plus an Ursa Rover for planetside investigations.
Holding 4 passengers, the Ursa Rover allows teams to head out and explore, featuring two CF-117 Bulldog Laser Repeaters for protection, it also offers military-grade all-terrain capabilities making it perfect for scouting, mapping and discovering new features across the universe.
The Aquila can hold 134 cargo units, is 60.1 meters in length and holds a maximum of 6 power plants and shields, 4 engines and 8 maneuvering thrusters.
The Phoenix is the luxury variant of the Constellation series, designed for 4 crew members. Featuring discrete cargo storage, an enhanced ‘Lynx’ Rover and a Kruger P-72 Archimedes fighter. This ship is designed for style, with a mini-bar, hot tub, meeting room and other high-end finishing touches. The cargo area features a hidden sensor-dampened area for fragile cargo.
For the major party animals, there is an advance Phoenix Emerald model that also includes a ‘Lucky’ paint finish and an upgraded ‘swank’ interior cabin intended for pure revelry.
The heavy lifter of the Constellation family is the Taurus. A 4 crewmember, freight freight-focused that strips out the unnecessary aspects, and focuses purely on expanded cargo.
Perfect for soon to be wealthy merchants. This ship is for those looking to build and expand long-term, however, it sacrifices the snub racers, and ground buggies in favor for nearly 100 extra cargo units compared to the other Constellation ships.
The Taurus is slightly shorter in length than its counterparts but comes with an additional 5th shield slot, a maximum of 6 power plants, 4 engines, and 8 maneuvering thrusters.
With upgrades and amendments, the constellation series can be stretched to hold a maximum crew of up to ten people, with higher cargo capacities and many other features on hand to truly personalize your investment. All variations come with an RSI Jump Engine to allow Jump Point travel between star systems.
The P-72 Archimedes is a perfect sidekick to the Constellation Phoenix. Although it is the same size, this is the flashy upmarket sister to the P-52 Merlin. The Archimedes is a luxury racer, boasting two ‘size three’ thrusters and 12 ‘size two’maneuvering thrusters to allow the Archimedes to push the laws of physics to their limit.
I owned the Constellation Aquila as part of my gaming package for quite some time during its original design. And while think the redesign was AMAZING and well worth the wait, in the end, it felt like a duplication of other ships in my fleet.
Anvil Aerospace was founded in 2772. To this day, it remains one of Terra’s success stories. The company’s focus has been on delivering military-grade equipment to the UEE navy. Anvil’s entry into the civilian market is relatively new. While there had been internal debate over the company making this move, the UEE weighed in favorably on the idea. The government thought outfitting civilians with military-styled capabilities was a prudent cautionary measure for solidifying our general defenses. Equipped with Anvil ships, these pilots could be called upon as local militia, especially in distant frontiers.
Many of us will undoubtedly explore the star systems that comprise the Star Citizen universe. Participating in player missions and pursuing careers will necessitate some travel. I can’t imagine anyone playing Star Citizen without some intention to explore. That said, they’re exploring in the vein of sightseeing and then there’s the career or more serious pursuit of exploration.
To perform exploration as a career choice in Star Citizen, necessitates that at a minimum you can, navigate jump points, scan areas to identify space anomalies, categorize the information and accurately document your findings. Several ships will fit the bill of performing minimal exploration, like the Aurora ES. However, for more serious pursuit there are other modules and amenities that improve the overall experience for you and your crew. This is where a ship like the Anvil Carrack comes into play. It’s designed with sustained deep space exploration in mind. And includes features that support longer duration self sustained exploration excursions.
The Anvil Carrack is a multi-crew ship that supports 5 crew stations. Like several of the other ships manufactured by Anvil Aerospace, the Carrack was originally a military exclusive. Here are the features that set the Anvil apart as a dedicated exploration vessel
As of this posting the Carrack is in the concept / early design phase. Backers who pledged to Star Citizen development via the Carrack are likely looking for the “Go where no man has gone before” experience. At a minimum, we know that exploration will include locating and charting new jump points, surveying and charting systems, detecting other space anomalies such as black holes, etc. Opportunities for this much is already evident in the ARK Starmap published by Cloud Imperium Games. For more information on the system discoveries that await, please see my article about this subject here on Redacted.TV.
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As this will be one of the professions many new players gravitate toward, here’s a quick overview of the mining profession. It was one of the first career design documents published and is supposedly representative of their philosophy for all careers. Which is that career associated tasks contain activities that require skill, dext, rity and intelligence, where mindless repetition or idle monitoring are explicitly avoided.
This is after all, deep space and although a career isn’t combat oriented there’s danger present. In the case of mining, the more valuable materials will reside in dense asteroid fields that must be piloted through without suffering serious damage to your ship. While mining, you can encounter compressed pockets of gas and other volatile materials that can explode in the presence of excessive energy or detonate from seismic activity. In other words, this isn’t an auto-pilot profession and careless players can die.
IN THE BEGINNING
Visiting your local Trade and Development Division (TDD), which serves as the marketplace for commodities, can provide a sense of what’s in demand, at what price and where. Once you’ve decided on what you want to attempt to mine, it’s time to decide between going freelance or acquiring a contract for those materials from a NPC run corporation.
There are benefits and risks of working freelance. On the good, you are your own master. You set your mining schedule and pace. You may be able to sell your cargo for a higher than average price based on market changes. However, the opposite is also a risk. By the time you return with your cargo and list it for auction, the prices may have decreased.
If a committed payout is preferred, working on contract is the better option. You know exactly how much you will be paid for your cargo. However, this isn’t completely without risk. If during the excursion your ship suffers damage OR unforeseen setbacks delay your return or reduce your cargo, your reputation will take a hit. In the end, you are paid less than you expected because of your performance and that performance has a lasting impact on future employment.
LOCATING THE RIGHT ASTEROID FIELDS
After deciding between freelance and contract, it’s time to locate asteroids that contain the materials you seek. Every solar system will contain a variety of public information on major asteroid fields. It’s probably best to head into the known when you’re starting. However, don’t expect to find the more lucrative materials there. If they existed in that location, they’re likely long gone. However, it’s still a good place to start mining common materials.
Freelancers wanting to maximize their profits can opt to spend money on an Information Broker. This is someone who has knowledge about asteroid fields which aren’t public. They either bought the information from someone else or obtained the coordinates through exploration and are using that information to provide a service.
Lastly, you can explore the galaxy yourself. This will be the most time-consuming approach and not likely to be feasible for contract work that contains deadlines. However, combined with an emphasis on exploration, a freelancer could turn an excellent profit by harvesting from isolated/unknown locations and/or selling the information to an Information Broker. You could also be an explorer and information broker yourself but we’re here to talk about mining. *Smile*
GETTING THE JOB DONE
Mining consists of multiple roles, and is done using a ship configured for mining, such as the Orion. The more proficiency you have with performing a role the more efficient the results, which ultimately impacts effort versus profit. Note that any or all of these roles can be performed by NPCs. The NPC’s proficiency will be commensurate with their fee.
As for solo play as a miner, the design document leads me to believe that it’s not possible to mine completely solo – without players or NPCs. Roles that happen sequentially can be carried out by the same person. However, there are activities that take place simultaneously and as such, require multiple bodies.
The pilot is responsible for safely navigating the ship to and within targeted asteroid fields. This may not be as simple as it sounds. Rarer materials will be located in dense fields which require nimble navigation skills to avoid costly ship damage.
A scan operator is responsible for identifying an asteroid’s composition. This is accomplished by injecting remote material analysis packages (RMAPs) into nearby asteroids. The telemetry data is sent to the pilot and scan operator. Once a site is selected, the optimal injection orientation is displayed. The scan operator launches and manually controls RMAP-equipped missiles used to impact the asteroid at the correct location to expose the materials you want to mine. Actual mining efficiency is impacted by the accuracy of the scan operator’s efforts to expose the asteroid’s components.
Next up is the beam operator who is responsible for wielding the mining beam affixed to the ship’s robotic arms. They have direct control over beam output and if they’re good, are able to precisely extract materials. Their control of the beam is also critical to safety, as an injection of surplus energy into volatile materials can cause explosive chain reactions. The result of such a mistake can range from ship damage to the loss of the ship and its crew.
The cargo operator is the sifting and pick-up role. Mined materials are NOT automagically deposited into your vessel. The cargo operator monitors the fragments being excavated by the mining beam and interrogates them using an integrated Fragment Scanner. Fragments of interest are directed into a ship’s input port. The input port houses a crusher that pulverizes the fragments into rubble and stores the contents into cargo modules. The skill of this person also impacts the value of your payload. They can miss important fragments or be so slow that they impact your efficiency, putting you behind schedule for contract deliveries.
If your ship is equipped with a refinery, the refinery operator will process raw ore into its purified forms, ejecting waste elements out into space. Purified materials consume considerably less storage space which allows your operation to continue for extended periods of time before it becomes necessary to dock and unload.
Whew, that’s more involved than the mining I’ve done in other games such as EVE Online. I have no intention of mining in Star Citizen. Even in this interactive model, there are other things I’d rather do to earn a living. However, I’m sure this is going to appeal to a lot of people which is why I wanted to provide a short overview of the mechanics involved. Here’s a link to the design document for a more detailed look at the profession.
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OH MY GAWD, they had me at profession…
For a long time now, I’ve had a vision of the role I wanted to play in Star Citizen. I saw myself playing out a female version of Mal from Firefly. My love for FF is undeniable. I create and sell FF inspired jewelry. On some level, this role would also mirror my career in EVE Online, which existed long before there were salvage specific ships available.
In EVE, salvage appealed to me because I liked the freedom to engage random rats and salvage their ships while exploring, salvage kills from riding shotgun during mining ops, leech cleaning around AFK miners and cleaning up after my own PVE missions. It certainly didn’t hurt that salvage was lucrative, even for freshies, which is what I was when I started. I suddenly had a license to print ISK in EVE, after a long suffering stint of poverty. As such, my vision for SC was a more RP and environmentally lush version of this. I knew there would be piracy/PVP, FPS pew-pew, industry/mining, etc., none of which excited me as a primary focus. I was content and excited about the vision I held.
To cement my vision, I purchased a Freelancer, now upgraded to Freelancer MAX before they announced the salvage specific ship, the Reclaimer. Even so, the FM would be good enough until I upgraded in the future to the Reclaimer. La la la, all was settled in my SC world.
That was until I saw a YouTube video discussing the recently unveiled Genesis Starliner and the accompanying transport career. My mouth fell open, hit the floor and remained there. I watched the video multiple times. I went to the RSI website and read the content for myself. Why oh why, did RSI include interactive content allowing you to see the travel brochures someone might read when planning a vacation and then choose a destination from an airport departures board, which tied to a short RP story of a passenger aboard the ship. It was a sucker punch to my gut that excited me for a SC experience that was very different from the one I had planned in my head.
I could pilot and manage a civilian transport business. I COULD PILOT AND MANAGE A CIVILIAN TRANSPORT BUSINESS. I could do this with friends. I could do this with guildmates! WhatchootalkinboutWillis??
WHY I’M ENTHRALLED
I shouldn’t have but I COULD NOT HELP MYSELF. I pledged / purchased the Genesis Starliner. As I said, they had me at profession.
The majority of MISC’s business comes from the production of their heavy industrial division. One of MISC’s claims to fame is their technology partnership with the Xi’an, which came about due to the popularity of MISC ships within their culture. That popularity led to MISC becoming the only Human spacecraft corporation to sign a lend-lease agreement with the Xi’an. The details of which, are a closely guarded secret.
MISC Hull A
The Hull A is the smallest and least expensive in the Hull series. It’s ideal for someone who is just starting out in freight hauling and is looking for a dedicated cargo vessel. In size, it’s most similar to the Aurora, Mustang or Reliant Kore but is less versatile. The aforementioned ships are configured with more firepower, allowing them to also be used in combat. This is not the case for the Hull A.
The Hull A is 22 meters in length. Has a mass of roughly fourteen thousand kilograms. Supports 1 crew station. And holds 48 cargo units. In addition to being a dedicated hauler, the Hull A is often used as a station-to-orbit ferry. The size and limited capabilities is one of the reasons the Hull A didn’t meet my needs even as someone who will only casual participate in cargo hauling. But I think it’s a good starter option for a dedicated hauler.
MISC Hull B
Next in the Hull series is the Hull B. It’s a larger and more rugged option than the Hull A. It can be compared to the Freelancer base model but here again, it’s less flexible in the non-cargo hauling features, lacking a long range scanner and is only equipped with one crew station. However, the lack of versatility is compensated for by providing additional storage capacity. Even the Freelancer MAX’s storage capabilities don’t match the Hull B.
The Hull be is 49 meters in length and weighs roughly sixty-seven thousand kilograms. It supports 1 crew station and can transport 384 cargo units. As you can see, that’s a significant jump in storage units from the Hull A’s 48.
The Hull B is the variant I purchased. For smaller, on the go hauling, I have a Reliant Kore. And although I also own the Freelancer Mercantile, I’m going to be using that for multi-crew missions and tour bus for family and friends. For opportunistic hauling with a bit of intent, the Hull B hit the right chord for me.
MISC Hull C
The Hull C. This is where the Hull series makes a significant leap in cargo transport size. The Hull C is one of the more common ships seen transporting cargo around the galaxy. It’s the variant most produced from the Hull series and is considered the most versatile.
The Hull C is intended to hit the ‘sweet spot’ between the smaller single-person transports and the massive super-freighters that make up the rest of the line. It offers modularity while maintaining a modicum of maneuverability.
Considering the Hull series sequentially, the Hull C is the first in the series to employ the spindle modularity cargo support mechanic. This unique design allows the ship to shrink and grow to match your cargo hauling needs.
The ship itself is 105 meters in length and weighs just under 290,00 kilograms. It supports 3 crew stations and 4608 cargo units. That’s more than 10 times what Hull B can haul.
MISC Hull D
Now we enter the realm of large operation super-freighters. It’s the Hull D, a massive ship built around a rugged frame. The Hull D is affordable enough to be operated by mid-sized organizations and companies. It’s often used as a flagship for mercantile operations. However, their bulk means that they should be operated with escort fighters while not in safe space. While it is equipped with Size 2 and 3 gimbal mounts as weapons support, it’s size would make it an easy target regardless. The UEE military uses modified Hull D as part of their supply chain, arming and refueling the soldiers on the front line.
The Hull D cab is 206 meters and weighs over 1 million kilograms. It supports 5 crew stations and 20,736 cargo units. This is for serious…dedicated…cargo transport.
MISC Hull E
Last in the series is the behemoth, Hull E. It’s the largest specialized freighter available on the market. The Hull E is generally owned by major corporations and operated with a high degree of planning. To make your excursions profitable, you want to do careful logistics planning that optimizes your route for pickup and delivery. And ensure you have payloads big enough and profitable enough to warrant undocking a Hull E.
It’s essential to understand that the lack of maneuverability inherent in such a large ship means that it is a target for pirates and raiders. Anyone planning to operate one should be careful about equipping turrets and providing reliable escort. The Hull E isn’t for the fly by night cargo operator. It’s intended for large scale dedicated transport operations.
Casual Citizen Episode 16 – MISC Hull Series
The majority of MISC’s business comes from the production of their heavy industrial division. One of MISC’s claims to fame, is their technology partnership with the Xi’An, which came about due to the popularity of MISC ships within their culture. That popularity led to MISC becoming the only Human spacecraft corporation to sign a lend lease agreement with the Xi’An. The details of which, are a closely guarded secret.
Our discussion of the Starfarer will be solely on the refueling variant. We’ll save discussion of the Gemini for a future show.
The Starfarer is a niche spacecraft which has become the defacto standard for fuel transport. Its design is the result of an 18-month survey that yielded a 15,000 page study on ship roles and the deficiencies faced by pilots. That insight influenced the core design philosophy for the Starfarer. And led to it being fitted as a dual-role fueling craft, capable of collecting fuel in space and refueling ships in-flight.
The Starfarer’s massive internal fuel tanks are welded directly to the ship’s core superstructure. This makes safer for fuel transport than ships modified to carry out this role. The tanks use external probes and pressure access nodes to provide easy access. In this manner, the ship can scoop hydrogen from a gas giant and just as easily funnel fuel to a nearby ship.
Starfarers can be upgraded to include a basic refinery to allow for processing unrefined fuel themselves. The hydrogen tanks can also be modified to carry liquid food products. Although this modification isn’t popular, you can replace the tanking machinery with a cargo chassis to transport bulk goods.
Even though the Starfarer can be modified for other roles, remember that it’s primarily a dedicated fuel platform. And designed from the ground up to be that. It won’t perform in these other roles, as effectively as a dedicated option.
Although the Starfarer supports multiple crew stations, it can be run as a solo operation. Management of the ship and its resources will take more time and require a lot of running back and forth. But it is possible.
Detailed Design Doc Still Incoming
A detailed design document will be made available as soon as all of the mechanics involved the refueling process have been finalized. That said, here are some aspects which have been more or less “confirmed” based on CIG Q&A responses:
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Our first encounter with the Banu occurred in the Davien system. In 2438 an independent nav-jumper named Vernon Tar, opened fire on what he thought was another privateer trying to steal his meager claim in the system. The pilot of the other ship turned out to be Banu. Luckily, the incident didn’t lead to any deaths and became humanity’s first introduction to the Banu Protectorate.
Baachus is believed to be the Banu’s home world. We say “believe” because the they haven’t been forthcoming on the subject. The Banu Political System is a Republic of Planet-States, each run under its own policies. The representatives of each planet gather for a quorum to debate legal and trade issues that affect the entire species. Otherwise, each planet is left to their own devices.
The Banu do not maintain a standing army. Local militia keep the peace within their systems and they’re not especially selective. Even criminals can and do serve. However, don’t be fooled into thinking this makes the Banu worlds an easy target. On the contrary, they have the means to muster a formidable fighting force if necessary.
In comes the Merchantman
The Banu are the traders and culture-hounds of the universe. There are a lot of things they’re willing to overlook in pursuit of commerce. They trade with the Vanduul and if you’re looking for shady, check the back alleys of any Banu city.
Their planets are varied and colorful and they take pride in being unique in their culture and traditions. However, their pursuit of wealth through trading is their one true ring. And why the ship designed to support that lifestyle, The Merchantman, is prized above all others.
The BMM is categorized as a trade vessel within the cargo ship classification. As far as available cargo size units, it’s carries more than the Hull C, coming in at 5018. It’s 100 meters in length and supports a maximum of 8 crew stations. Compared to the other cargo ships, the BMM on paper has more defensive and offensive technical capabilities – wolf in sheep’s clothing. However, remember this is still concept ships and such, things are subject to change.
Why is the Banu Merchantman a lifestyle?
One of the things that sets the BMM apart from other cargo ships is that it’s designed for sustainable deep space travel. A traveling business with residential accommodations. Instead of bunks stashed conveniently in a passageway or galley-like area, there the BBM contains dedicated living quarters a short distance from the cockpit. It also boasts an observation room where business negotiations take place and allows customers to view a portion of the cargo hold. The BMM is designed for you to go to your customers and reside at that location for a time while conducting business. When you’re done, you close up shop and move on.
The BMM Can’t be an Island
While the features and lifestyle of owning a Banu Merchantman may instantly sound appealing, having one is only part of the equation. Unlike a pure cargo hauler whose primary role is transport goods, not sell them, the BBM needs merchandise to sell. I doubt you’ll be running NPC cargo hauling missions with your BMM. That’s doesn’t sound like an efficient use of the vessel. Therefore you need a consistent means of filling up your cargo bay.
Pairing the BMM up with a resource acquisition ship like the Orion, Reclaimer or Endeavor could be an option. Like an airplane segregates seating into economy, business and 1st class, you might consider the same strategy with the Merchantman. Commonly needed ore, food supplies, industrial materials, etc., could be your economy merchandise. While the more exotic lower quantity higher margin cargo. For your planning, you’ll need to know which systems produce luxury items that are in demand elsewhere. For a headstart in ideas, you may want to start reading the Galactic Guides and taking a look at where those locations are in relationship to each other on the Starmap.
CIG has said that not all merchandise is available in every system. Therefore savvy merchants will need to stay informed on pockets of consumer demand for merchandise versus where the items can be acquired. In that scenario it doesn’t have to be exotic or luxury to be profitable. I wonder if we’ll be able to purchase wholesale quantities of goods from NPC managed businesses?
Although pirating and unlawful conduct isn’t my cup of tea, I recognize it’s a valid play style and the BMM can play a role in such activities. CIG has suggested that the capabilities of the Banu Merchantman make it viable as an armored smuggling ship or blockage runner. I wasn’t a pirate in EVE Online but I owned a blockade runner for transporting salvage and low level manufactured goods into hostile territories, where listing them on the auction house was considerably more profitable. I also used it to transport my own ships and equipment to whatever system our organization was defending during Faction Warfare – a form of territorial PVP in EVE.