503 developer answers · 2012–2026
Developers keep returning to cargo capacity and container sizes, how cargo is physically loaded (tractor beams, freight elevators, trolleys), and hauling missions that wait on a cargo refactor. Early talk covered mass, theft and trade routes; later answers cover shops, player trading and a Quanta-driven economy. AI summary
Freight elevator issues are being looked at, including missions with no cargo to collect and a generic overload error that is hard to fix without more granularity, plus a cleanup bug that can lose cargo.
Benoit Beausejour · Jared Huckaby · Jens Lind · Star Citizen Live · 18 Jun 2026They agree the cargo deletion violates their principle that player items are sacred, say it comes from a cleanup meant to prevent another issue, and want to find the root cause, possibly removing the cleanup entirely.
Benoit Beausejour · Jens Lind · Jared Huckaby · Star Citizen Live · 18 Jun 2026The cargo hold holds 6,000 SCU, with an extra 2,000 SCU on an elevator at the back of the medium hangar, and the team says they aimed to make the best possible version of this ship despite compromises.
Alberto Petronio · Jared Huckaby · Dan McCabe · Ben Curtis · Star Citizen Live · 24 May 2026Cargo metrics have solidified, with 32 SCU as the largest container, so the Hull A rose from 48 to 64 and the Hull B is going to 512 and arrives in 2026.
John Crewe · Jared Huckaby · Ben Curtis · Star Citizen Live · 27 Nov 2025The Railen is going from 320 to 640 and will support standard cargo metrics; they plan to keep the triangle visuals, but how the cargo works isn't settled yet.
John Crewe · Ben Curtis · Star Citizen Live · 27 Nov 2025Hull D and E capacity is dropping substantially to more reasonable levels, to 6,912 and 12,288 SCU, because the original numbers were impractical; they remain the top bulk carriers and aren't coming in 2026.
John Crewe · Mark Gibson · Ben Curtis · Jared Huckaby · Star Citizen Live · 27 Nov 2025Both Ironclad variants' cargo is going up, with figures that may shift slightly before release, because layout changes in whitebox, like moved ladders and a bulkhead, freed space that looked odd left empty.
John Crewe · Mark Gibson · Ben Curtis · Star Citizen Live · 27 Nov 2025The developers say bases can be used however players choose, from small mining outposts to trading hubs, with likely links into most gameplay, and even players without bases benefit by using other players' facilities.
Loek Gijsbertse · Jacob Taylor · Thorsten Leimann · Declan Holmes · Star Citizen Live · 6 Dec 2024Sellers can list items via freight elevators, terminals or physical shops and advertise in a new app, while buyers browse listings or place costlier buy orders for specific items delivered to a location.
Declan Holmes · Jared Huckaby · Star Citizen Live · 6 Dec 2024Long term, cargo is supposed to affect mass and handling, and flight control would handle extra mass correctly, but currently cargo mass isn't passed to the ship, and speakers are unsure of the tech's status.
Yogi Klatt · John Crewe · Star Citizen Live · 3 Dec 2021After trying several cargo layouts, the design settled on three pods because they are quick to pick up and drop, and more looked cramped with flimsy mechanisms, which also helps escape pirates.
Mark Gibson · Star Citizen Live · 3 Dec 2021Cargo can be stolen with the tractor beam after destroying a ship and its boxes spill into space, but not directly from a ship's cargo grid until a future cargo refactor.
Richard Tyrer · Star Citizen Live · 11 Dec 2020The Banu Merchantman is back in concept, larger but in the same landing pad size category with its cargo unchanged; more should only be seen once active development starts, which won't be soon.
John Crewe · Jared Huckaby · Star Citizen Live · 4 Dec 2020The Phoenix will get a shielded cargo bay that makes scanning harder, while the Taurus gets a separate hidden compartment where the underside turret would be, though the speakers can't stop players from finding it.
John Crewe · Jared Huckaby · Reverse the Verse · 7 Dec 2018Docking is not expected to be developed with the Merlin or Archimedes; it will come alongside the Hull C, starting with ship-to-station and later ship-to-ship docking.
John Crewe · Jared Huckaby · Calling All Devs · 5 Nov 2018Yes, flight is very reactive to mass, so heavy cargo will make ships sluggish or unable to take off depending on a body's gravity, though uneven cargo balance is only a hoped-for feature.
David Colson · Jared Huckaby · John Crewe · Reverse the Verse · 26 Oct 2018Chris outlines what he wants, and for cargo the requirements, such as a grid, physical cargo and kiosks, largely fell out of the design, which made it easy to pitch to the team.
Will Maiden · Chad McKinney · Town Hall · 21 Nov 2017Engineers receive a feature request with user-story-style steps from design, then work out the underlying systems, resources and timeline, raise concerns early, and plan in a kickoff meeting.
Spencer Johnson · Chad McKinney · Town Hall · 21 Nov 2017Automated cargo unloading is currently instant, as the first iteration, but they want to make it take time in future for balance and for things like piracy.
Will Maiden · Spencer Johnson · Chad McKinney · Jared Huckaby · Town Hall · 21 Nov 2017The Polaris differs from the Retaliator by carrying another ship in its hangar, supporting a full crew, and holding cargo without a module, with facilities supporting a broader range of contingencies.
Cloud Imperium · Ship Q&A · 13 Oct 2016Chris Roberts says he is unsure what the question means, but missions are designed for roughly half an hour to an hour of play, with longer tasks spread over sessions and no strict metric.
Chris Roberts · 10 for the Chairman · 21 Dec 2015You can fly the Freelancer in 2.1, but gameplay for it depends on a cargo system that has no ETA, with missions around it being discussed and no known timing.
Jared Huckaby · Ben Lesnick · Reverse the Verse · 18 Dec 2015Yes, destroying supply shipments to hurt a rival org is meant to be possible, as the game is built around logistics like fuel and ammunition, so attacking supply lines becomes emergent gameplay.
Chris Roberts · 10 for the Chairman · 14 Dec 2015Smuggling with hidden compartments is intended and will let players install items such as false bottoms, but the design isn't finalized and it won't be in 2.0, since simpler gameplay comes first.
Chris Roberts · 10 for the Chairman · 14 Dec 2015Chris Roberts says a full blockade would be very difficult or impossible because planets usually have multiple instances, though destroying cargo ships would still feed into the economy and raise prices.
Chris Roberts · 10 for the Chairman · 27 Oct 2014