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Post by 4BIN4D3R on Jul 7, 2013 14:13:30 GMT -5
yeah my mind is in a million places at once
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Post by 4BIN4D3R on Jul 10, 2013 15:12:40 GMT -5
I don't know about smugglers, what I read on the forums is they are merchants with trade records bonuses from goods that require a trade permit such as electronics weapons and artifacts. I also read that they should generally have a trade permit with at least their patron faction. What I do not understand is how are they supposed to get these goods if the independent planets sell them highly overpriced. Its impossible to make profits unless your dealing with a surplus (independent or in your own faction) or a shortage in your own faction. Even then, having a trade permit with a neighboring faction and bringing in electronics/weapons/artifacts from them would make more of a profit than dealing with an independent planet who not only does not have them in bulk but overcharges you for what they do have. Maybe if smugglers can deal with any faction without a permit without any reputation bonuses for selling electronics/weapons/artifacts to factions other than their own (they trade illegally in the "black market") but at the same time they can only get trade permits from their own faction. That way, they can deal with all the factions finding the best profits but smugglers still need to worry about getting stopped by warships/pirates/bounty hunters. This makes them fundamentally different from the merchant class. I think this would make the smuggler class in excellent challenge for any star trader player.
EDIT: Are smugglers supposed to have a trade permit with two factions and trade in electronics/weapons/artifacts for the highest non-rumor profits?
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Post by Deleted on Jul 10, 2013 18:04:11 GMT -5
I don't know about smugglers, what I read on the forums is they are merchants with trade records bonuses from goods that require a trade permit such as electronics weapons and artifacts. I also read that they should generally have a trade permit with at least their patron faction. What I do not understand is how are they supposed to get these goods if the independent planets sell them highly overpriced. Its impossible to make profits unless your dealing with a surplus (independent or in your own faction) or a shortage in your own faction. Even then, having a trade permit with a neighboring faction and bringing in electronics/weapons/artifacts from them would make more of a profit than dealing with an independent planet who not only does not have them in bulk but overcharges you for what they do have. Maybe if smugglers can deal with any faction without a permit without any reputation bonuses for selling electronics/weapons/artifacts to factions other than their own (they trade illegally in the "black market") but at the same time they can only get trade permits from their own faction. That way, they can deal with all the factions finding the best profits but smugglers still need to worry about getting stopped by warships/pirates/bounty hunters. This makes them fundamentally different from the merchant class. I think this would make the smuggler class in excellent challenge for any star trader player. EDIT: Are smugglers supposed to have a trade permit with two factions and trade in electronics/weapons/artifacts for the highest non-rumor profits? Smugglers (in my opinion) should have trade permits with all factions to prevent harassment by pirates, bounties and military and trade with any faction. One can make much more of a profit trading contraband ( weapons, electronics, artifacts) but at the same time it's more risky because they require trade permits, make bounties and military whose faction you don't have permit with hostile, and increase encounters. Smugglers still smuggle as they have to go through red sectors, where you aren't licensed to have contraband. Also, if you don't have permit with a faction, your can't trade commanding with them, but you can still pass their space carrying contraband to get to other planets to sell, which is illegal. That being said,.I like a black market idea, but I still think they should have the ability to get a permit if they choose.
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Post by 4BIN4D3R on Jul 12, 2013 19:24:42 GMT -5
So I played the smuggler and it was a pretty fun class, I figured it out how to play it, just get the trade permits for as many factions as you can. The only suggestion I have is remove the 200% cache protection ability (explorers already have 150%) and put in embargo protection based on stealth to level ratio up to 95% (unsure what appropriate numbers should be) I was going to suggest contraband seizure protection but that's part of the fun.
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