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Post by Fourth Horseman on Sept 26, 2015 10:22:41 GMT -5
Can you explain to me the surveillance ability that the BH/MO have? I don't understand the purpose.
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Post by resistor on Sept 26, 2015 10:41:03 GMT -5
Can you explain to me the surveillance ability that the BH/MO have? I don't understand the purpose. Use surveillance on the bounty contract area and if the target manages to run away (or if you 'ignore' or 'acknowledge') you'll have a second chance to try it again instead of mission failure. Also the target will be in a different ship for some reason if you find him a second time, which can be useful to avoid attacking the ships of factions you're trying to stay friendly with.
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Post by Officer Genious on Sept 26, 2015 13:03:00 GMT -5
Can you explain to me the surveillance ability that the BH/MO have? I don't understand the purpose. What resistor said, and its always a GOOD IDEA to surveillance before chasing a target on planet or patrol. For this reason, I'd worry about Tactics. Tactics also improves your targeting accuracy up close, which is important when you want to knock out some engines and board versus blowing up the ship and failing your contract.
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Post by Fourth Horseman on Sept 26, 2015 22:41:31 GMT -5
Kraang xeno ends Void Stalker journey in the quadrant.
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Post by Fourth Horseman on Sept 26, 2015 22:43:09 GMT -5
Now time for a smuggler ... in the morning lol
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Post by Officer Genious on Sept 27, 2015 11:48:11 GMT -5
Now time for a smuggler ... in the morning lol Boot that sucker up!!
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Post by Fourth Horseman on Sept 27, 2015 12:31:48 GMT -5
So I've been looking at the starting smuggler build and how it creates records. He starts with Negotiation and Tactics. His att build is heavier with Charisma and Quickness. He is nudged to be a merchant. I need to think about how to build him as I go mow the lawn lol.
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Post by Fourth Horseman on Sept 29, 2015 21:36:38 GMT -5
Am I missing something concerning the smuggler? There truly are no illegal goods, just depends on whether that faction is friendly to me. Forgive my criticism here, but without a full out illegal good/s and a black market (ie miltary grade weapons involving non military) there is no point in smuggling to gain records. Records are used for reputation gain to buy trade permit to keep that factions pirates.
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Post by resistor on Sept 29, 2015 22:28:43 GMT -5
Am I missing something concerning the smuggler? There truly are no illegal goods, just depends on whether that faction is friendly to me. Forgive my criticism here, but without a full out illegal good/s and a black market (ie miltary grade weapons involving non military) there is no point in smuggling to gain records. Records are used for reputation gain to buy trade permit to keep that factions pirates. The extra money made from record sales can be useful especially to a low level captain. The Merchant has the same records ability, but with a trade permit discount as well, so it's actually a little easier to profit off of restricted goods with a Merchant.The Smuggler has another special ability that helps goods hidden on wild zones to be twice as protected, making "transport" contracts easier, and it can be used to more easily stash large amounts of Electronics that can be used for "surveillance" contracts. Edit: Also, I'm not entirely sure about this, but I think I read somewhere that smugglers get paid slightly more for transport cargo contracts. In conclusion smugglers are more contract orientated than merchants, while the merchant class would be slightly better for simply trading restricted goods. Another edit: also, I should say I haven't seriously played a Smuggler before, but I have played a very successful Merchant.
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Post by Fourth Horseman on Sept 29, 2015 23:20:00 GMT -5
I have been fiddling around with a pacifist merchant. Mind telling me how you play it? Typically ... a pirate's life for me , I typically take what I want from the houses or clans and indy ships. I normally have cache on multiple planets because of the lack of protection from hunters.
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Post by resistor on Sept 30, 2015 1:16:26 GMT -5
The most important thing a merchant needs to know is where to buy low and sell high. One example of a good trade route is buying metals and chemicals from the Javat and Thulun mining outposts in the top left, then going south to Syndicate space to sell metals and chemicals and buy spice to sell back at the mining camps. Repeat until either end of the route runs out of resources to sell. Spice is often the most easily available trade good that has a low buy price on some worlds and a high sell price on others.
When buying a new ship, I usually get a Fast ship, or at least a Medium speed ship, to get away from hostile encounters (it is best to launch a torp before running to give a bonus to escaping if it hits). If you can't get away from a pirate, it is probably best to just surrender so you don't take on extra damage, which might even cost more money to repair than your cargo was worth. Cargo space is also a very important stat too look for in buying a better ship.
And as you probably already know, it is important to get trade permits with all factions early on.
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Post by Fourth Horseman on Sept 30, 2015 6:45:49 GMT -5
Thank you. Yeah, trade permits keep pirates off my ass. Pilot is important for running in this case. Enough stealth to avoid torps. Enough tactics to land one. Next question may sound stupid, but is negotiation truly that critical? Meaning I've read that if it is too high, it actually hinders the merchant.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Sept 30, 2015 9:45:49 GMT -5
Thank you. Yeah, trade permits keep pirates off my ass. Pilot is important for running in this case. Enough stealth to avoid torps. Enough tactics to land one. Next question may sound stupid, but is negotiation truly that critical? Meaning I've read that if it is too high, it actually hinders the merchant. Merchant needs negotiation to around 20. Then the prices will become reasonable enough. Ofc you can bring it higher, but it is nonsense the thing about hindering, because if the planet's economy needs that stuff, the prices will remain high (so there will still be many planets where you can for example sell spice for 550 bucks, and you can buy it cheap in Rychart planets (lowest price without surplus was 8 bucks to buy) Higher negotiation will also allow you to sell in Indy planets with regular profit, not with these ridiculous sale prices. It is pointless to bring it over 35 though, least for a free member. As a free member I found out Aperio Caliga sufficient, as later in the game I could hardly find enough cargo in planets. And as for stats, I think stealth is more important than pilot in avoiding encounters, because stealth is the one that is taken into account when changing range from/to long is involved. I usually raise my Pilot only to cut down fuel consumption and Stealth to be able to run away from anybody evil. 40 stealth and my merchant will never get killed in free version but as Cory said, free is easy. Forgot to say, ranks are important as well! 18+ protects you from any trade embargo penalties!
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Post by Fourth Horseman on Sept 30, 2015 10:19:39 GMT -5
Good info, thank you. Will have to try it out on my merchant. I use whatever the ship that has then W/F tank already in it.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Sept 30, 2015 10:25:44 GMT -5
Good info, thank you. Will have to try it out on my merchant. I use whatever the ship that has then W/F tank already in it. The best thing on a WF tank ship is that if you stack up only WF, no matter how much do you have, they will never loot any. Furthermore Aperio Caliga has fast speed, so it is an excellent starter ship for a pacifist
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