|
Post by John Robinson on Aug 4, 2017 20:05:10 GMT -5
I have a Principal Trader's (Rank 4) with Javat. I'm in a Javat quadrant with 5 planets that have a low trade restriction of 3. But I can't sell them on the specified planet types What am I doing wrong. Sorry about the size of the image still getting used to imgur format
|
|
|
Post by Brutus Aurelius on Aug 4, 2017 20:05:53 GMT -5
It's easiest to sell them on the Black Market
|
|
|
Post by MintDragon on Aug 4, 2017 20:22:34 GMT -5
Keep an eye out on a 'Wild Wild West' planet in your faction or an independent (Really low trade law [2 or 1]). I stumbled upon one a few maps ago, and it was great to be able to extract artifacts from Xeno ships after the battle (can't remember the talent needed). Was a fun part of my strategy for that game.
|
|
|
Post by En1gma on Aug 6, 2017 6:12:50 GMT -5
I don't think I've ever been able to successfully access the black market... Too many risks and potential issues for something an Indy world can do for you 9 times out of 10. I think it's crazy restrictive to force an Explorer to only be able to sell artifacts on the black market or on a planet with 2 trade law (then further restrict it to Indy words and your own faction)
Is there another way around this? What if government or military could play a factor? Militarys would certainly want the opportunity to learn more about the Xeno?
Sell them to a Faction rep so they can figure out how best to use them?
Just tossing out ideas here
|
|
|
Post by bookworm21 on Aug 7, 2017 1:46:21 GMT -5
En1gma have you been using the card game talents of the smuggler? there are some excellent ones hidden away in integer classes as well
|
|
|
Post by MintDragon on Aug 8, 2017 0:18:41 GMT -5
En1gma John Robinson, do agree it's a challenge to find a market to sell artifacts. When I had my 'Wild Wild West' planet identified on a previous map, it was part of my game strategy to search out (or stumble across) Xeno, and get a nice collection of artifacts on a semi-regular basis. A combination of the talent that let's you grab artifacts from defeated Xeno ships, along with the talent that boosts profit from selling them, it was a great part of my game. In my current game, i'm struggling to find a market to sell them. It's probably just the RNG map I'm using, but have been to double digit Black Markets who do not allow sale of the artifacts. I'm not sure of the impact of Level 1, 2, 3 access to black markets value, but hope we can get clarification when the TB's get back in the saddle. I'm currently playing as an explorer, but would be bankrupt/dead if I relied on it; I'm primarily profiting from having level 4 trade permits from 2 factions and just accepting a variety of missions while trading along the way. En1gma: in my games, access to black markets isn't more challenging then spy missions, explorer missions, etc... but it requires a good supply of talents to turn bad cards to success cards, positive outcomes, or re-rolls. Also, crew skills or ship upgrades can minimize the risk/damage. Other things can be done with the local contact as well to improve your chances to get access or 'better' access (primarily Rep and E. Rep) [albeit, don't understand the 'better' access part yet]. There is some balancing that could/can be done through talents/filters to identify artifact trading black markets or lawless planets more easily, or perhaps rumors or a new contact type to provide a clearer path to finding markets to sell artifacts. Or perhaps Level 3 access to black markets is actually how to sell them? Anyway, I feel your frustration in being able to move the artifacts. Will be a great discussion for us to have/come up with ideas for when the TB's return. Still scratching my head as to how to effectively move the darn things. Currently have a ship in dry dock filled with artifacts while I explore other parts of the game. Finally, if it really is supposed to be REALLY difficult to move artifacts, I would expect them to fetch a price closer to hitting the lottery. Just a few (stream of consciousness) thoughts
|
|
|
Post by bookworm21 on Aug 8, 2017 2:49:49 GMT -5
Craig Rittenhouse MintDragon the level of access to the black market determines what 'trade permit level' you can trade at within it. I believe you need level 4 access to sell artifacts. I think its a smuggler talent that upgrades the level of access gained by one level
|
|
|
Post by En1gma on Aug 8, 2017 5:37:20 GMT -5
So you need a combination of -Artifacts, through Xeno combat or Explorer games -A contact who can access the black market -And then you need to get a high enough access level to be able to move them since there is trade level restrictions on the Black Market
Or you need to find an Indy or Faction WWW planet that will also give you a decent price for all that hard work.
This could possibly make the Explorer the most difficult class to make profitable from a pure RP standpoint (only using your skills to make your money)...
|
|
|
Post by resistor on Aug 8, 2017 11:18:21 GMT -5
...This could possibly make the Explorer the most difficult class to make profitable from a pure RP standpoint (only using your skills to make your money)... I disagree. It may be difficult to find a planet with 2 Trade Law, but once you do, you can make insane amounts of money by selling Artifacts. A couple patch versions ago, I played an Explorer and got to level 30 on Impossible and millions of credits because I had places to sell Artifacts.
|
|
|
Post by MintDragon on Aug 8, 2017 12:22:17 GMT -5
So you need a combination of -Artifacts, through Xeno combat or Explorer games -A contact who can access the black market -And then you need to get a high enough access level to be able to move them since there is trade level restrictions on the Black Market Or you need to find an Indy or Faction WWW planet that will also give you a decent price for all that hard work. This could possibly make the Explorer the most difficult class to make profitable from a pure RP standpoint (only using your skills to make your money)... En1gma, yah that is MY understanding of the current gameplay of an explorer. With the right map (and some luck/persistence), the discovery of a WWW planet is a big boon for explorers, but on my current game, I'm still searching. And I'm not sure how to reliably get Level 4 access to a Black Market (even with the +1 level talent). There would be some cool things that could done for balancing. There is a talent called 'Unseen Traces', that give you xx% chance of discovering a contact (who has operatives working in the area). If there was a similar talent that would point to a contact that lives on a WWW planet, it would be a shortcut to learn of the location (perhaps a contact who is linked to a contact who lives on a WWW planet). Or have a talent (or Effective Rep level) that would automatically give access to Level 4 of a black market once you make it through the card game to get into the market. I'm hopeful the TB's have something planned already and it's just not implemented yet, but as of 1.3.11, I haven't found an easier way. I'm going to keep tinkering in my current game to try and find some other strategies.
|
|
|
Post by John Robinson on Aug 8, 2017 17:39:57 GMT -5
MintDragon Great analysis. You hit the nail on the head. I'm in the very same situation, with a Explorer/Merchant captain and two smuggler officers. I think BM card game is the toughest to succeed at. Either my brain or the black market selling needs a tweak or too. I've got plenty of money, but my hold gets filled with xeno artifacts or other illegal goods that I can't sell on the BM even with solid contacts. To keep my cargo bays available, I've been carrying a few for BM experimenting and stashing the rest on a wilderness near one of my best contacts until I can figure out how to succeed at selling illegal goods. My current team is developed to pound on smuggling until I really understand it. So far just drowning in confusion. P.S. Rigid lawful crew members are a real nuisance to smugglers.
|
|
|
Post by En1gma on Aug 8, 2017 20:59:05 GMT -5
Another concern I have about all this (at this point in the Alpha anyway), is that once you do find a suitable world to sell Xeno Artifacts, your existing stashes may be several (or more) jumps away, leaving yourself wide open to Pirates, BH, or whatever hostile factions you need to pass by by in order to get from A to B.
Yet another concern is that of the Role Play/Lore aspect of the entire thing. Why wouldn't the most advanced Military/Government/Law systems want them? I could understand an Indy world... I guess... But to say that a max Military/Law/Government system wouldn't take them because of trade laws makes no sense to me.
IMHO a Max Trade Permit, on a mighty Faction (maybe even restrict it to your own faction only...) world with max Mil/Govt/Law (or whatever), with high enough rep should also be sufficient to sell the Artifacts to either a Contact or the Exchange itself.
Correct me if I'm wrong on the Lore, this just seems overly strict to me.
|
|
|
Post by resistor on Aug 9, 2017 0:21:24 GMT -5
...Yet another concern is that of the Role Play/Lore aspect of the entire thing. Why wouldn't the most advanced Military/Government/Law systems want them? I could understand an Indy world... I guess... But to say that a max Military/Law/Government system wouldn't take them because of trade laws makes no sense to me... It makes sense to me. Because Artifacts can be dangerous, most worlds wouldn't want to risk Artifacts leaking into the hands of the general public through the Exchange merchants. Even though Artifacts are normally banned in the Exchange, powerful military figures, court officials, etc. still have other means of acquiring Artifacts. Haven't you ever wondered what might be in the sealed crates we are so often contracted to transport?
|
|
|
Post by Brutus Aurelius on Aug 9, 2017 10:57:03 GMT -5
It is also illegal, by Shalun Law, to traffic in these artifacts. Why would high Gov or Law Faction worlds want them? In ST2, society has shifted towards being near fanatical adherence to Shalun Law, so why wouldn't the Xeno Artifact trade be very difficult?
|
|
|
Post by fallen on Aug 9, 2017 12:04:19 GMT -5
Craig Rittenhouse MintDragon the level of access to the black market determines what 'trade permit level' you can trade at within it. I believe you need level 4 access to sell artifacts. I think its a smuggler talent that upgrades the level of access gained by one level This is correct. Access 1, 2, 3 and 4 give you access to resource types that the Spice, Free, Full and Principal Trade Permits would get you. Basically, Access 4 is when you get to a big illegal market where they have it all, or will buy and sell everything. It is definitely possible that Xeno Artifacts are too hard to sell, we can look at their balance and price again.
|
|