Hey Jake,
You've had an exceptionally detailed strategy from the master himself, along with some great hints/tips from others.
For me, there are two distinct approaches you can take with this game ... one is the "bite the bullet and dive straight into STRPG Elite". The other is "use STRPG Free as your captain nursery". The former approach has a steeper learning curve, but you come out the other side actually understanding the game mechanics properly. The latter approach lets you have higher ranked captains, but many aspects of Free are quite simplified compared to the Elite version. That means when you get your nice highly ranked Crazy-difficulty captain out of Free and into Elite, you tend to be pasted by enemy ships because they are so much higher in difficulty in Elite.
What other guides are out thereDoing it from the beginning, I'd still take the first approach of diving straight into Elite, and taking advantage of the numerous class guides within this forum and the Wiki.
General Beginner Advice:
startradersrpg.proboards.com/index.cgi?board=tips&action=display&thread=5607Wiki Merchant Guide:
www.tresebrothers.com/strpgwiki/tiki-index.php?page=Merchant+Guidetresebrothers.blogspot.com/2010/11/star-traders-rpg-guide-merchants.htmlA Guide for Explorers by koles
startradersrpg.proboards.com/index.cgi?board=tips&action=display&thread=178Military Officer Guide:
www.tresebrothers.com/strpgwiki/tiki-index.php?page=Military+OfficersThe two classes that I found matched my playing style were the Explorer (you tend to be able to find more on a planet without dying so much), and the Smuggler (you may get additional records when you sell restricted goods).
Cut to the chase - just help me alreadyAs an Explorer, I'd sign up to Javat and focus on the following planets:
Planet | Loc | Haz | Exp |
Tucanae-Javat Mining | (-2,-5) | 4 | 4 |
Ghactlli | (13,-9) | 6 | 7 |
Kalflange Outpost | (-8,-3) | 6 | 6 |
Ihaca-3 | (19,-9) | 6 | 7 |
(All but the last planet is close to your starting point.)
The first planet in particular is almost perfect for budding explorers. You can simply stock up on W-F in the city, then go straight to the wild to do exploration.
- Between every exploration, save your spoils in your cache.
- It would help to have some records when you explore.
- Finding a scout will certainly help you avoid dead crew
- When pickings become slim, definitely stop milking that planet. Go to one of the other ones on the list above.
skills and statsFocus purely on
Pilot 33% (higher pilot allows you to change ranges in combat more easily - ie, you can get away from guys trying to shoot you)
Stealth 33% (higher stealth allows you to avoid encounters and dodge enemy weapons fire)
Explorer 24% (less pain when exploring)
Tactics 10%
Get explorer up to at least
15 and then focus primarily on pumping XP into Pilot and Stealth. You'll soon get to the point that enemy ships just can't catch or hit you. Having pilot/stealth levels of 20+ is more than a good start.
Don't spend any XP on physical stats unless you hit your limits on the corresponding skills. For example, only up your Quickness stat when you have maxed out both pilot and stealth.
ReputationThere have been a number of threads that say "It's really hard to get all factions liking you", but in reality, if you do things carefully, it's pretty straight forward.
- NEVER ever ever trade with a faction
- If you do have a negative RP with a faction, go and buy a pardon as soon as possible.
-- always try and keep factions to less than -10 RP
- Avoid combat unless you really have to, and even then, only fight aliens and independents.
- Avoid any contract that involves another faction. Sure if you do contracts against independents, your crew morale drops, but buying lots of spice in the halls is a good way of keeping them at least moderately happy.
In the last half-dozen games I've played, I've managed to get 100+RP on each faction.
PermitsI'd get a trade permit from Javat as soon as possible. You can survive the first part of the game just exploring and selling to Javat, especially if you go to Javat Mining (-2,-5). As soon as possible (ie, when you have built up around $50k - $100k), go out and start schmoozing with other factions and buying
Focus on getting RP of other factions to more than 8. That will get you enough to at least get a trade permit.
- Steel Song would be great as a second faction because they are close to Ghactlli (13,-9) and that's a sweet planet for exploration.
- De Valtos is also useful as a 3rd permit place because they are very close to Javat Mining
RanksWhen you get the chance, get a military rank of at least 1 with each faction as you build up reptutation. This will allow you access to the military section of the star port. There you can get access to better ships (eg the Javat Cutter - which is AWESOME as a first replacement ship).
Abandon your first ship as soon as you can - you'll get the Javat Cutter and be grinning at how much better your survival changes leap up
EncountersIf you are travelling without permits, avoid carrying restricted items (weapons, artifacts, electronics), and records for long distances.
Don't attack anything at all at the beginning. You will only get negative RP with factions, and often get more expensive damage to your ship than you gain in stuff seized from other ships. That means:
-
Acknowledge/Surrender to any non-pirate ship- Retreat from any pirate ship.
When you get trade permits with factions, their ships will typically allow you to acknowledge, and pirates from that faction will retreat as well.
RumorsAt EVERy opportunity, listen to rumors. At the beginning of the game, there seems to be more shortage rumors relatively close by (within 15AU). To get cash safely, buy/sell non-restricted stuff during shortages. Don't respond to shortage rumors that take you too far away at the beginning stages of the game. Stick to the upper-left quarter of the map (effectively emulating the free version). For me, the two best parts of the map are upper-left and bottom-right anyway, so you definitely are still able to make money without straying too far away from home.
Hauling cargoes of crystals or clothes is not glamorous, but in a ship with a water-fuel tank and even a moderate hold of 50 will get you $50k - $100k per haul.
Leap on any rumor that says there is a scout available in some wilderness area. They are invaluable for the wannabe explorer.
Mechanics are also fantastic, and a political officer makes your life that much easier when doing the trading thing.
Don't worry too much about military officers or alien hunters until you've progressed a little more.
ContractsSure you get offered slightly more challenging missions if you did contracts, but given you are just getting yourself set up, feel free to reject any contract that sounds risky. That means reject any execution, capture, blockade or surveillance contracts. For now, you want to survive causing minimal ripples. You can always create a new character down the track to go for the contract rewards.
The SmugglerSame as the above really except de-focus the exploration portion.
Skills focus should be
40% Pilot
40% Stealth
20% Tactics
Good luck ... hopefully what I wrote above will help. There may be a little bit of repetition throughout the response as I was feverishly brain-dumping and the sections and section order got changed a lot.