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Post by drspendlove on Feb 26, 2018 20:37:00 GMT -5
Mostly ignoring combat capability, is it wise to first invest in a ship with a larger cargo hold for trading? If so, which ship would that be?
Alternatively, should I be focusing on upgrading cargo hold areas on my vessel instead of buying a new ship?
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Post by Zer0Winds on Feb 26, 2018 21:22:42 GMT -5
I start with the Galtak Freighter. It has a lot of cargo + really good fuel efficiency. Not only that, but it's capable of escaping an unwanted battle, or even fending off some foes.
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Post by MintDragon on Feb 26, 2018 22:55:10 GMT -5
"Mostly ignoring combat" My priority for investing/improving is generally along these lines 1. Weapons Locker 4 : Good enough weapons (and manually swap in the best armor for your fighting squad) to handle surprise attacks from missions or card games 2. Pilot and Nav Module 4 - adding/upgrading these 2 components will keep you from getting hit as often in ship battle, even if you are only trying to escape 3. Second Pilot Module 4 - especially if you are primarily trying to escape ship combat 4. Additional/larger Cargo Bay(s) - if needed 5. Specialist Upgrades - if I'm doing a lot of spying as a side job, would upgrade Spy related components on the ship; check the engine options too. Might be an upgrade that is better suited for your playstyle. 6. Upgraded ship weapons, armor, shielding - just in case agree with Zer0Winds that Galtek is a good choice for Merchant. Currently can get it at game start with Priority C, if I recall.
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Post by fallen on Feb 26, 2018 23:14:09 GMT -5
For a trading Captain, get Permit 1 in as many Factions as you can out of the gate. This is helped if you have a few Contacts or can buy an Introduction with some early profits.
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Post by Cory Trese on Feb 27, 2018 9:35:20 GMT -5
Cargo Hold III and Nav Module IV for me.
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Post by John Robinson on Feb 27, 2018 13:35:23 GMT -5
Your instincts are right. Nothing will destroy your profits faster than ship to ship combat. If you don't have any of these talents. Then use the Pilot's Evasive Maneuvers, there is a good chance the enemy weapons will miss, then get the hell out of Dodge. Smuggler | Forged Permit | used to reduce the hostility of military ships encountered in travel |
| Faked Signature
| used to reduce the hostility of Bounty Hunters
| Military Officer | Stiff Salute
| encountering a Military Officer or Zealot Captain, autopass
| Spy | Faked Signature | Avoid Bounty Hunters | Hyperwarp Navigator
| Skip off the Void | Avoid combat with any ship, damage drive, crew loses morale, takes 11 ranks |
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| Pilot | Evasive Maneuvers
| Buffs Ship with +25% Defense, +5% Shield, +10% Armor for next 3 Turns
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Post by tenbsmith on Feb 27, 2018 14:07:33 GMT -5
Great post JR, that should be featured somewhere as Talents for avoiding costly combat or some such. The first four are the real gems as you avoid combat all together. The last two just mitigate negative impact once in combat.
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Post by drspendlove on Feb 27, 2018 15:07:22 GMT -5
Skip off the void actually avoids it. I haven't noticed crew morale loss from using it though.
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Post by contributor on Feb 27, 2018 16:14:21 GMT -5
I think with Skip off the void you damage your ship, not lose moral. The Spy also has a great talent at level 5 I think, Bolt +40% escape, and they have something like faked signature as well.
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Post by John Robinson on Feb 27, 2018 17:59:04 GMT -5
I think with Skip off the void you damage your ship, not lose moral. The Spy also has a great talent at level 5 I think, Bolt +40% escape, and they have something like faked signature as well. I should have been clearer sorry folks. Morale Damage: I got allot of crew including the Captain with the "Merciless trait". Every time we avoid ship combat they start whining and want to hit the nearest spice bar.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 2, 2018 2:49:49 GMT -5
In addition to John Robinson's excellent advice (which are also applicable to all non-combat-oriented types, not just merchants), from my experience, Trade Permits are more rewarding than expanding your cargo hold. Larger cargo hold will give you proportional bonuses to earning ability, whereas better Trade Permits will give you exponential earning ability. That is, assuming either (1) you have the right mix of zone types in your quadrant, or (2) you know of nearby quadrants with planets of the type and Faction that you are looking for. Of course, if you have spare credits but don't have enough Rep/Influence built up to buy a better TP, then sure go ahead and upgrade to Cargo Hold III. Keep in mind that with a large enough Cargo capacity, you will need to trade in more than one quadrant because the local supply/demand will quickly become exhausted/flooded respectively.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 2, 2018 18:47:36 GMT -5
3. Second Pilot Module 4 - especially if you are primarily trying to escape ship combat Actually, if you are primarily trying to escape ship combat, another Nav Assist Module (and more Navigators) is better than Pilot. See below. Extreme & Long Range: Navigation, Tactics, Ship Speed, Command Other Ranges: Pilot, Tactics, Ship Agile, Command So if you are building to escape, Navigation/Tactics/Speed/Command are your necessary skills.
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Post by MintDragon on Mar 2, 2018 18:53:34 GMT -5
yep, you are right athios. The Pilot Module helps with dodging the enemy fire :-) I should probably add the escape info to the wiki...
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Post by MintDragon on Mar 2, 2018 18:59:29 GMT -5
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Post by fallen on Mar 2, 2018 19:24:16 GMT -5
Fixed what you had as well as adding the rules for changing range.
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