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Starsector trading guide
Starsector trading guide







starsector trading guide

starsector trading guide

I suppose in theory trading can be fun, dodging pirates hiding in nebula and the like, but I'm guessing most people just press shift and emergency/sustained burn on and reload as the fastest way to make money as it is now.You can also do the same here when you get far enough along in the game. And then you have to find reasons for combat, because you certainly don't need the money. Because once you can make money, there isn't much you can do enjoyable with it.

starsector trading guide

I know people demand to be able to trade profitably, but the focus on the game should be about combat, not about making money. In order to make money, combat is seen as something to avoid, which is the opposite of how it should be, which is a shame. And then head back.Īs a way of making money, bounties are less effective than bar and procurement. Meanwhile bounty mission forces you to go out somehwere, where if you are unlucky, you might goto the wrong star or head to the wrong world, for even more travel time. Completing the mission will take 1-2 minutes. It's not risk free, but you will hardly ever have to wait around for a mission appropriate for your fleet, and you will almost always know that it completable profitable, enabling you to save and reload if something goes wrong. Meanwhile by way of comparison, by doing bar and procurement missions, which in the case of procurement mission, will not require more than 500 cargo space which is easily achieved naturally or just by buying a cargo destroyer. By the time that battle ended, you could had gone from a wolf start to doing 100k+ bar and procurement missions. Or perhaps you'll deploy a single harbinger over and over again. If by doing bounties, it takes a long time to get to that level of fleet and you are very suspectable to downtime. You'll still need a comparable amount of capital ships and cruisers. How many other capital ships and cruisers do you need in order to do that? Or perhaps you are happy with a Paragon and whatever else you can fit into the DP. You still want to deploy them together so you need a fleet large enough outmatch the bounty fleet so you have 120 DP and they don't. Lets say that you have loads of combat skills a lvl 20 officer and 2 Paragons. Let me clarify that when I say a large sunk cost, I mean it as in you will generally need to obtain a large fleet in the first place. Small amount of illegal goods to tide over downtime that you can do with a small number of ships. When bar missions were introduced I thought they would be organ and drug smuggling operations. Honestly speaking the bar missions are so.honest it's funny.

STARSECTOR TRADING GUIDE PLUS

On the plus side there always seem to be these 40-55k personal bounty mission where you kill 4-6 damaged pirate ships. There doesn't seem to be an appropriately scaling mechanism like bar missions. Lethargie suggesting that bounties give tons more money is just simply not true. Unlike bar missions and procurement missions, successfully completing the 200K+ missions with a normal fleet will take significantly more real time, sunk costs and risk, both monetary and real time. The ships of lesser significance will mostly be destroyers and above. They usually have something silly like 5+ Capital ships and "may contain upwards of 20 other ships of lesser significance." They are usually Tri-Tachyon deserter fleets for some odd reason, so expect to face multiple Paragons, Astrals and loads of phase ships. I think you need to do a few bounty missions before you can see the 300K+ bounty missions. These missions, however, are easy at mid to late game as you can either dodge or kill most pirates at that point. Usually, the bigger the shipments, the more threat there is of a pirate owning your ass. At -3 stability on all colonies due to pirate activity and the pirate base is almost if not fully upgraded, and the pirate raids being sent to the colony you have to drop off at are fairly strong with few dmods. The missions you take have pirate activity, which means if your dropping off at a system with -2 stability or worse, it means the pirates are fairly decent and their base is almost upgraded. Needless to say, I died in seconds (this was early game so I only had 2 destroyers, 2 freighters, 3 sheperds, and 1 dram). I dropped into hyperspace, was 2 light years away from hitting the hyerspace point into the drop off system, and then get ambushed by a pirate armada that had only 1 dmod for all the enemy ships, and they had everything but a capital. Ive taken a 250K recreational drugs bar mission once, thinking it was easy money.









Starsector trading guide