sly
Curator
Posts: 42
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Post by sly on Feb 29, 2012 19:28:24 GMT -5
In this award you need to get 24 completed contracts with less than 9 rejects,expires, and fails. I can NEVER beat it. The last time I had 23 out of 24 and my crew killed me. Any advice on what class, ship, faction, build, etc. On how to beat it?
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Post by slayernz on Feb 29, 2012 20:01:34 GMT -5
Because this doesn't really have a tight timeframe in which to achieve the award, I'd recommend focusing on other activities until you have built up your pilot + Stealth + tactics scores. Once you have good Pilot/Stealth/Tactics, you should be able to do most contracts that are presented to you. It's distinctly possible to do 50+ contracts without a single failure/reject/expire, but you need to have the right ability/foundation first.
Also, bear in mind that you get a different balance of contracts depending on where you go. For example, if you get contracts from the military base, you get more surveillance/blockade/kill missions. If you do the spice hall, it's more often the traditional smuggler missions (take goods/people to this reference point).
You should also look to get the right types of upgrades to help with a contract focus. The smuggler hold is useful early on when you want to avoid losing contracts because you keep getting boarded/searched. The Predator Tracking Array is extremely useful for any capture/kill missions (don't forget to do a surveillance action before you commit to the kill/capture).
Also, find a ship that has a good number of engines, which will allow you to get out of trouble
Also, look for the right mix of ship upgrades for if you are doing contracts.
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sly
Curator
Posts: 42
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Post by sly on Feb 29, 2012 20:58:47 GMT -5
About how much should I upgrade before I start contracting? Also, is there any other way to make good money for water besides exploring/contracting?
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Post by slayernz on Feb 29, 2012 22:20:01 GMT -5
Depends on what difficulty level you play at.
For Crazy, I usually tried to get to a minimum of 15 - 20 for Pilot and Stealth, and maybe 10 - 15 for Tactics.
After that, I aimed to keep my Pilot and Tactics numbers above my level ... so if I was level 30, I'd expect that Pilot and Tactics would both be above 30.
In reality, you probably don't need Tactics to be as high, but it suited my style of play.
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Post by Cory Trese on Mar 1, 2012 2:33:51 GMT -5
That's madness. You can totally get this Award with a new character There are several strategies for running peaceful contracts. First, start your jobs in the corners of the map -- this will help with job distribution and timing. Steel Song or Javat, please. Get a low fuel ship if possible, Victus can be used but isn't optimal. 1: Work for a single Faction 2: Own a Trade Permit 3: Contracts only at Spice Hall I always use Bounty Hunter or Military Officer. These are an advantage because they can deal with failure-prone combat missions more easily and start with good Tactics. We avoid getting hard contracts because we don't want to Reject much. That's why we get ONLY a Trade Permit and use the Spice Hall. Thulun is another good option because they have 2 planets to generate Spice Hall jobs close to one another. To make more Jobs and Rumors in the Spice Hall, import Spice and Records. Watch your rumors and try, try, try
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Post by slayernz on Mar 1, 2012 16:27:00 GMT -5
To answer your other question, you don't have to do contracts or do risky exploring to make lots of money. In fact, early on, the absolute best way to make money is watching out for shortage rumors.
Constantly check the rumor mill for any rumors relating to goods on a planet within 15 AU of your location. Until you have trade permits, don't sign up to pick up any restricted goods (Weapons, Electronics, Artifacts), and add Records to that list. Carrying any other goods means that you can surrender to any non-pirate ship and they will not hinder your travel or confiscate anything.
Once you get a couple of Trade Permits under your belt, start dealing in the more restricted goods and money will be flooding in.
NOTE though ... still focus on Pilot and Stealth from the get-go. You are only a good merchant if your ship isn't intercepted and blown into swiss cheese at every encounter.
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sly
Curator
Posts: 42
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Post by sly on Mar 1, 2012 22:51:30 GMT -5
What if there's no spice hall contracts available at that faction? And even though I only get a trade permit Spice hall still gives me hunting quests when they are there.Also, what faction should I mainly target?
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Mar 2, 2012 0:13:53 GMT -5
Yeah, random shit like that do happen.
If that's the case, it will break your streak and you will have to do it all over again.
No biggy actually. ;D
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shallowthought
Exemplar
[ Patreon & Star Traders 2 Supporter ]
Posts: 382
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Post by shallowthought on Mar 2, 2012 9:44:30 GMT -5
First time I got this award it was as explorer, got enough money and rep from exploring/harvesting that I could afford to just accept every contract no matter who it was against. But it should be possible to complete with a new character as well.
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sly
Curator
Posts: 42
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Post by sly on Mar 2, 2012 20:43:06 GMT -5
I still keep dying every time. My crew always kills me because of morale, and when I'm at a point with no money and no morale and ships attacking me every turn AND mutiny, I die in the madness. So my main issue is money which I can never seem to get a good enough amount. I'm starting to wonder if the spy is worth it and if I should just give up.
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Post by Cory Trese on Mar 2, 2012 21:28:16 GMT -5
First time I got this award it was as explorer, got enough money and rep from exploring/harvesting that I could afford to just accept every contract no matter who it was against. But it should be possible to complete with a new character as well. This is a good strategy because it does not have a time limit. I'd say do the first five or so easy contracts, flip to Explorer, get rich and then pick your battles with the Contracts?
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sly
Curator
Posts: 42
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Post by sly on Mar 2, 2012 21:59:47 GMT -5
You mean explore or be explorer class?
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Post by Cory Trese on Mar 2, 2012 23:15:00 GMT -5
Either way -- Explorer class makes early exploration easier because you can spend you XP on Stealth instead of Explorer.
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sly
Curator
Posts: 42
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Post by sly on Mar 3, 2012 0:29:16 GMT -5
What bonuses do the spy and zealot have anyway?
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Fenikso
Templar
[ Star Traders 2 & Elite Supporter ]
Nobody expects the Rychart Inquisition!
Posts: 753
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Post by Fenikso on Mar 3, 2012 13:53:45 GMT -5
Spy: Starts with high Stealth, Pilot and Tactics Starts with Weapons and Electronics Has bonus for Surveillance Has discount buying Electronics and Death Warrant for his Faction
Zealot: Starts with hight Pilot, Tactics and Intimidation Starts with Weapons and Military Rank with his Faction Has bonus for Blockade Has discount buying Luxury Rations, Ranks and Death Warrants for his Faction
In my opinion both classes are great for high difficulties and provide excellent edge when starting Impossible captains.
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