This post is also available in: Français (French)
Updated on 27/02/2019
Passengers Transport is a feature that first got released in Elite: Dangerous in patch 2.2. It’s a while ago now, but the French version of this article is still among our top articles, it’s a good reason for me to localize it in English. Get ready, you’re about to equip your Liner! Have you always dreamed of becoming a space taxi or an exploration guide? Meet the deadlines, take your passengers wherever they want, and collect your credits, a lot of credits!
You can read this guide while listening to this music-video from W4Z.
- The role: Liner
- Ships and Modules
- About Passengers Transport
- Tips and tricks
As a Liner, your goal will be to transport passengers of various types to their destinations. This could be 1 jump, or even a complete expedition to the other end of the galaxy! The rewards are quite big, especially for the expeditions, but that’s not counting the time that these missions take: from a few minutes to potentially several weeks. You will travel a lot and discover many landscapes and Lore details that your passengers (and yourself) can not wait to discover. They also want to come back alive… so take care of them!
Passenger missions are a good way to earn credits while increasing your reputations, superpower/exploration/trading ranks. Focus your ship on Exploration modules to quickly complete your missions and make better profits.
Great landscapes, strange points of interests, distant beacons, … become a private taxi and complete the missions to collect your well deserved credits and exploration/transport ranks.
- A ship with large internal spaces, called cabins, for your passengers.
- Cabins of various sizes and classes to meet the different types of passengers.
- A well thought outfitted liner: Detailed and extensive scanning modules, excellent Frameshift Drive, a fuel scoop if needed, cabins, heat sinks, as well as excellent defensive modules as passengers generally hate to see the ship in danger 😉
- A jump range as high as possible to go fast and far. Here, we aim to taxi the passengers as fast as possible while scanning things on sight without going too much in the details.
- A robust Power Plant to better dissipate heat and power your modules. It would be a shame to roast the internal modules and scare the passengers. Even worse: roasting the passengers!
- Knowledge of the passengers’ types and their desires, scoopable stars and experience to land on the planets’ surfaces of high Gs.
Every ships can be a Liner in Elite: Dangerous… but some are of course better than others. Let’s see what Elite: Dangerous offers to maximise your profits as a professional and qualified taxi driver, or Liner. Whether you’re flying in an Adder or a Beluga: you can be a Liner; The income will simply not be the same.
The ships below are ranked from the cheapest to the most expensive. Each of the links will lead you to the build I prepared in order to start a comfy long exploration trip. Note that they are built with very good modules, which explains why they look expensive.
→ To drastically reduce the price, I invite you to choose modules of lower ranks. D being the lightest and C the mid-range one.
With Horizons have been added many planets with no atmosphere that you can explore. If you have Horizons, I invite you to review your thrusters’ power, power distributor and above all, your shields. They will be your best friends to avoid colliding with the terrain on the surface. Remember, the passengers have feelings too 😉
- Adder – 753k credits
- Ready for short-range transport, ie 7 jumps maximum
- Cobra Mk III – 2M 584k credits
- Your First Class, Business and Economy cabins to carry more passengers. 6 jumps maximum, focus on short-range transport around your location. Thanks to your equipment, you could even see some VIPs boarding your Cobra. Do not disappoint them 😉
- Imperial Courier – 3M 179k credits
- If you’re on the Empire side, you may want to carry passengers… no, these aren’t slaves! ;p. With this Courier, you will be a short-range taxi for citizens around the Sol bubble.
- Type 6 – 6M 364k credits
- Your first ship to complete long-range missions! It’s still a small ship but it’s very handy as a Liner. Be careful that it does not overheat, improve the Fuel Scoop as soon as possible to travel faster and avoid possible interdictions.
- Asp Explorer – 13M 530k credits
- You will be able to venture far away with your passengers, even on three long-range missions simultaneously. Take it as an upgrade for the Type 6 in jump range, refueling time, and carrying capacity.
- Federal Dropship – 21M 417k credits
- 4 missions could be taken simultaneously to taxi in the Sol bubble using the short-range Dropship, from the Federation. After all, the description of the ship indicates that it is a good carrier. The latter is is interesting if you don’t move too far from your main station. 4 jumps max after what you will have to use a fuel scoop. It remains playable, I wanted to give a Federal and an Imperial option.
- Orca – 64M 149k credits
- As a specialized Liner ship, the Orca attracts the most VIPs of VIPs with their luxurious cabins. You can earn very good money by playing with this ship as a Liner. The Orca is ready for long-range transport as well as shorter ones.
- Python – 66M 075k credits
- The Python is the king of multi-purpose spaceships. An interesting jump range, a large number of cabins allowing you to perform 5 missions at the same time, quick fuel scooping… in short: an excellent medium-sized liner for long or short-range transport.
- Beluga – 173M 673k credits
- It’s… huge! Not the “best” Liner ship but undoubtedly the bigger. You can take on a lot of missions simultaneously and then carry your passengers from place to place. I recommend it for medium and short range missions. Long range will be quite slow for this ship and it is not very maneuverable on the surfaces, you might scare your passengers. Range of 23.98LY, against 28.62LY for an Anaconda
- Anaconda – 175M 541k credits
- The Anaconda is a better long-range carrier than the Beluga as it can jump further and is also faster. You also carry a lot of passengers and I’ve added something to do some extensive exploration work if needed.
- An additional fit for the Dolphin, ~5M 349k credit. It’s the smallest of the Saud Kruger’s Orca & Beluga.
Your ship is ready, all you have to do is take on passenger transport missions to start your adventures as a Liner!
It involves transporting groups of passengers or VIPs to their desired destinations. It could be nebulae, planetary surfaces, tourist beacons, a station, … anything.
Read our Complete Explorer Guide, you will need some knowledge for long-range missions.
○ There are 4 cabins classes:
- Luxury – Only for Dolphin, Orca and Beluga
- First Class
The latter are available in certain classes and therefore offer cabins of different sizes. It is possible to place passengers requesting “Business” in “First Class”, however it is not possible to place them in lower cabins types. They are all equipped with escape pods in case your passengers are extremely unhappy and leave the ship.
○ Passengers have traits. They could be wanted and ask you not to be scanned, or they could be terrorized by possible damage to the hull or even have a strict schedule and ask you to hurry. A lot of information are available before accepting a mission: read them! If you do not respect their terms, their satisfactions will diminish and your reward will be greatly reduced. They could also ask you for missions during the flight; Declining them will lessen their satisfactions while accepting them will increase your rewards. So make sure to keep them happy, to make a better profit.
○ There are different places to find passenger missions depending on faction states. Going to a system in a state of Civil War could offer transport missions for refugees seeking a transit; On another hand, a system in a state of Election would see many politicians travelling. Generally passenger missions can be taken from anywhere, but prefer the high population systems, or those where you have a good reputation with the system’s factions.
Here comes dat Liner boi! O waddup, you’re in the “Passengers Lounge” now; This is a service that many stations offer. You will find various Liner missions proposed by the system’s factions, and it works like standard missions: Look at the details, accept the mission and place the passengers on board. Note that a mission = 1 cabin: passengers do not want to be mixed.
Choose your mission depending on its range in LY, its rewards, and finally the passengers’ traits. It can be dangerous to transport criminals, because other ships could potentially scan you and destroy your Liner if it is not well defended. Once you’re done selecting your mission, you will have to allocate a cabin to the passengers for that given mission. You can upgrade your passengers to better cabins, but you can’t place them in cabins of lower ranks. If you have 4 cabins, try to take 4 missions to maximize profits.
This done, open the galaxy map, and then go to the destinations requested by your passengers. Pay attention to the potential timer a passenger gave you, if you approach T0 time, they will become unhappy, and eventually leave your Liner.
Short Range missions are usually missions in the bubble of Sol, where the population is high. Some passengers could request you to visit some tourist beacons near the bubble of Sol. Check out the passenger’s types and the rank rewards; If it’s Trading rank → short mission, if it’s Exploration rank → medium or long range mission.
Same process as the short range missions, however some expeditions can take you extremely far: Sagittarius A*, Colonia or even Beagle Point to the other side of the galaxy. So pay close attention to range requested and don’t be too greedy.
It’s often with these kind of missions that you blossom the most as a Liner, you will discover the best landscapes chosen by Frontier and the community, nebulae, geysers, great points of interests and planets in resplendent colours.
Long Range missions are usually missions outside of the bubble of Sol. While some explorers just want to visit one given point of interest, others might want to visit many places, so take that into account as well. Check the passenger’s type/traits, the rewards and the detail of the mission. These missions are 99% Explorer rank.
1) You can reach very high jump ranges by buying a ranked A Frameshift Drive and then setting your other modules to ranks D, the lightest ones.
2) The Power Plants rank A have the best weight/performance ratio and better dissipate heat during fuel scoops.
3) If you’re good with weapons, prefer turreted weapons like pulse lasers. They draw relatively little power from your capacitors and inflict damage that may repel some NPCs. Remember you’re not a combat ship, you may have great defenses but you won’t withstand long before a great combat ship. It will only help you escaping if you’re mass locked.
4) In terms of Defensive, I only take Heat Sinks. Thus, no problems to sit near the stars and other black holes. This also allows you to switch to stealth mode effectively if your shields are broken and an enemy tries to target you.
7) For optimal time management results, I advise you to only scan the black holes, neutron stars, earth-like/water/ammonia worlds, as well as metallic planets in the livable zone of the systems: those that are terraformable. To recognize the terraformable planets, nothing more simple, find the equilibrium point of the hot/cold location in the system.
8) If you ever try to boost your FSD’s range on a neutron star or a white star… and you “fall” into the ejection cone:
- Don’t panick!
- Thrusters to 0, you can’t fight this powerful strain.
- If you have a repair module AFMU, immediatly starts repairing your cockpit.
- Once your FSD is ready, charge it and try to align your ship away from the star. The latter should be behind you. Maximum boost to try the alignment, it is not an easy thing.
- Use your heat sinks to counter the damages.
- If you are still in the cone, hold tight! Try again by charging your FSD, and align toward the end of the cone.
9) It is not useful to always fly with 100% fuel. Don’t forget that fuel increase your mass, and decrease your jump range. Check it out:
10) To search for specific stars, open your galaxy map, View, then Maps. Here you can sort the states, governments, … and also Spectral types. It is even possible to calculate the jumps only with the chosen types of stars! ABFOGKM for example 🙂
11) After the hyperspace tunnel, you arrive near a star. The latter will be displayed in red on your sensors (radar in the center). Do not try to jump to another star if this is red, you will heat up too much! Wait until it passes orange and keep the same vector before charging your FSD for a new jump. Doing so will no overheat your ship.
Any comments on this guide? Please share them with us! 🙂