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Post by clusters4400 on Aug 22, 2019 9:19:38 GMT -5
Don't mean to necropost, but I've recently picked up STF for mobile. and I am having a hard time moving these bad boys(unlike st1 where all you needed was a single permit).
Granted I really like the game, and I think the trade law and such are neat and intuitive(makes merchant a lot more enjoyable).
in my last game, on a hard difficulty, I had 0 credits, a busted ship, and running with a skeleton crew, because I couldn't move anything!
out of desperation, I threw everything in my cargo, made a 5 jump exodus and was able to finally pull a meger 50k from this haul, which kept me alive(I haven't died yet, or been beaten into jelly by xeno) and I've yet to find a faction market that will actually buy them.
but all of this got me to thinking.
Should there be a smuggler or explorer trait that increases their legality(by 1 level)? or reduce the TL of a station? or would that be something more suited for the level 4 permit?
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Post by fallen on Aug 22, 2019 9:46:02 GMT -5
1. Smuggling on the Black Market 2. Low Law indie zones 3. Low law faction zones + high level permit
Black Market ignores legality.
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Post by buffalopete on Sept 20, 2019 14:40:39 GMT -5
Black Market ignores legality. By "legality" do you mean permit level, trade law, or both? Sorry if this is a basic question, but the black market mechanics are one thing I've struggled to understand.
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Post by fallen on Sept 20, 2019 19:35:53 GMT -5
buffalopete - Black Markets flat out ignore legality. The card you draw in the Black Market card game determines the Permit level you get when you enter the market (1 to 4). There are Talents that can boost this (+1 always) and also gaining Rep with your Contact also boosts the card game and can grant a +1 always too.
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Post by buffalopete on Sept 21, 2019 19:28:44 GMT -5
Thank you!
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