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Post by Fourth Horseman on Sept 3, 2016 9:22:30 GMT -5
I have always played Forth Horseman as a pirate. Separate characters I have played, but have never had any true sucessful smugglers. Being there is a fine line between pirate and smuggler (think Han Solo minus the assistance to the Rebels), I am asking for some advice on how to build him. I know stealth is important to the smuggler. I'm going to guess stealth, pilot, tactics, maybe some negotiation for the prices. Advice? If I'm off base, tell me... I'm not the type to get butthurt over a game.
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Post by Officer Genious on Sept 3, 2016 12:21:52 GMT -5
Negotiation isn't as important because you'll be cache-ing your goods nearby. Suggestion: pick an average wild zone to cache near some major centers. The wild zone close to the Steel Song planet in the Syndicate place you start in comes to mind. The bonus to cache-ing valuables means that avg planets work just fine for you, even some poor ones in a pinch. I play a smuggler-pirate: I smuggle on my own, but will pick on smugglers of enemy factions for giggles and free money.
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Post by Fourth Horseman on Sept 4, 2016 9:59:44 GMT -5
What I noticed, although I failed, was I can use my 6 points in negotiation to get Thulun permit and run the records to Javat. Once you have Javat permit and Thulun, I saw a minor route for electronics and artifacts for some quick early cash.
I won't put points in negotiation on my next smuggler. I died from a Rychart pirate that I could not escape from. Cargo was legit; should have just surrendered.
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Post by grävling on Sept 4, 2016 16:42:35 GMT -5
What I noticed, although I failed, was I can use my 6 points in negotiation to get Thulun permit and run the records to Javat. Once you have Javat permit and Thulun, I saw a minor route for electronics and artifacts for some quick early cash. I won't put points in negotiation on my next smuggler. I died from a Rychart pirate that I could not escape from. Cargo was legit; should have just surrendered. Good that you noticed this, my general start. Alas that you did not just surrender. I am wondering if, for ST2 we want to call this 'permit with resignaiton' rather than 'surrender'. There is something so _wimpy_ about surrender that it was weeks before I could bring myself to do so. Grävling, who is finding the new strength changes to 'board and smash' captains like hers are not suiting her play-style. Need to figure out a better one.
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poryg
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Post by poryg on Sept 5, 2016 0:13:20 GMT -5
I have always played Forth Horseman as a pirate. Separate characters I have played, but have never had any true sucessful smugglers. Being there is a fine line between pirate and smuggler (think Han Solo minus the assistance to the Rebels), I am asking for some advice on how to build him. I know stealth is important to the smuggler. I'm going to guess stealth, pilot, tactics, maybe some negotiation for the prices. Advice? If I'm off base, tell me... I'm not the type to get butthurt over a game. My tips would be the same as always. Don't trade before you get trade permits with all. Also, from the beginning even one stupid trade permit loss can cost you whole game. Later on (after 120 AE) this rule is ignorable by good builds, since you don't mind enemies. I know it will be annoying due to the trade embargoes, but it's better to have no pirates attack you at all (except for of course indies). The embargoes will fall off eventually. As for the character build, I have to ask you, what do you expect from the character? Just pacifist trader? Or maybe you want to attack ships and loot their cargo? And if yes, how do you intend to fight? Guns or torps? Or perhaps board, which would be unadvisable due to the fact that you are fragile after being heavily damaged Believe me or not, there are so many ways to build a captain. For example, I gave my captain (before the strength was counted into the level) stealth to avoid indy pirates, 30 negotiation (because you don't need more), and also tactics (to be able to profit from spy and solar wars, but my battle readiness was fairly low, I had to surrender when I fought just once). But I made a mistake of buying rank 18 everywhere, which cut both the prices and profits ridiculously. So I invested in strength, explorer and intimidate, and voila, I had a new source of profits. I eventually died to an alien, but nevermind it
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Post by Fourth Horseman on Sept 5, 2016 11:24:59 GMT -5
The smuggler strengths on character roll are charisma and quickness. I was thinking of utilizing that to boost his stealth, pilot, tactics. Not detected easily, but if so able to use guns or a quick torp to damage and flee. Not so much a fighter... that what my pirate builds are for, but if I can get a lowly merchant or another smuggler I'll do it.
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poryg
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Post by poryg on Sept 5, 2016 16:47:44 GMT -5
You won't get smugglers. They have too strong stealth. Or maybe pilot? I don't know. But well, for your build... If you want to fight only against merchants, then I would recommend a stealth torp build. Heavy stealth, tactics about 110% your level... And pilot only necessary to cut down fuel costs to a reasonable degree.
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Post by Fourth Horseman on Sept 6, 2016 12:33:31 GMT -5
Sucessful start, all factions I have TP, DW, and at least a rank 1 in their military. What I'm doing right now is running my trade routes to Steel Prima since I cannot trade with Thulun or Cadar. I've got my stealth above my level, but I don't know if I want to keep pumping it. I'm getting most of my points from surrendering to everything when I'm carrying high signature items. I'm basically a merchant. I know if I pump pilot and stealth I can torp. I also know to combine high stealth with a quick ship.
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poryg
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Post by poryg on Sept 9, 2016 0:07:09 GMT -5
Well, if you are a peaceful merchant, then it doesn't really matter, does it? I always pump my points into tactics till I have 30 tactics Then I build my character by spy and solar wars During them I like higher stealth, because I have less encounters, which means less morale loss from surrendering to aggressive ships, which means more time to focus on surveillance and blockade Also, I don't begin aggressions until I build my character and buy a new ship. It's a simple and quite easy plan to follow.
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