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Starsector => General Discussion => Topic started by: DancingMonkey on March 28, 2021, 12:02:10 AM

Title: Making money in the new version is too easy
Post by: DancingMonkey on March 28, 2021, 12:02:10 AM
In the old version you could make decent money doing trading missions and the like.

Now there are no trading missions, instead Sindra and other planets have huge needs of resources.

I just spent most of the early game buying drugs from Tri-tech and selling them to whatever planet wanted them the most, usually at 3x or 4x the price. With 1000 cargo space you will be buying 150k worth of drugs, sell them for 300 - 400k without much trouble.

Then when I got to having a cargo hold space of 2000+ I can find cheap X and sell it to a planet that needs it usually for 10 times the price I bought it at. 1 dollar ore, sell it for 13 bucks each. Sure cargo capacity kinda limits you but not really. The lower supply use is a major factor to why this is so strong. I think I pay something like 2 supplies a day for 2000 cargo space thanks to two new skills. Always buy lobster when I am in the system too, and I am there a lot due to Sindra always being low on something it seems.

As usual I started a colony ASAP, I did this in the last version too, but now I don't need my fleet to defend it, before any raids start happening I already managed to get a space station and patrol HQ which so far have been enough. I got them by abusing waystation.

How to get rich using a colony:

Build a waystation, go sell supplies, fuel and crew to whatever planets offer more than their base prices. I carry off 2000 supllies for 100 bucks each and sell them for around 150. Rinse and repeat ad infinitum. If your colony is close to the core worlds you can be raking in a lot of money this way.

I feel no need to do combat or explore as I can just keep making infinite amounts of money as my colony grows larger and larger and generates more money for me and I spend all my extra cash on more cargo space for my fleet. I currently have 0 weapons mounted on my entire fleet and just run with a bunch of frigates modified for max cargo space / burnspeed.

BTW I found some new items, no idea how to use them but they seem cool.

Overall I like the new patch / changes but the game seems a lot easier. Maybe cause I am used to playing with mods that make the game harder and don't have them currently due to them not being updated for the new version that I am finding it a bit easier.


Also kudos to the AI changes, I am no longer invincable taking out entire fleets of frigates using 1 cruiser, they now surround me quite well and kill my Cruiser.

This is just my initial early game trading / smuggling observations. I have gotten my fleet wiped like 5 times now but still make so much money with 0 effort unlike the previous version.

My character is lvl 10 which I guess would be considered midgame normally with the new patch but I editted the max level to 40 in the config file so I was still considering it early game. Size 5 colony that so far has been untouchable to raids sent against it without me helping out.


One thing I kinda don't like is how the story point cost for colony upgrades doubles each time and once you spend them on the colony there is no way to get them back. I kinda messed up and spent them on the first 4 buildings i made on my colony and now there is pretty much no way I am ever gonna stockpile up 16 story points when there is so much to do with them.

Anyways I am gonna focus on actual combat missions and exploration now and see how that is, but currently the colony stuff is too easy, in the last version it was a bit annoying but pretty similar, the worst thing in the last version was how slow colonies grew but now they seem to grow at a reasonable pace. I am not sure how you can really fix the way station thing, I did it much less in the last version cause cargo space, supply costs, and resource stockpiles were a bit harder to get / do but now it seems like a braindead way to make tons of money.

Kinda ranty, it's late, might edit this to make more sense tomorrow.
Title: Re: Making money in the new version is too easy
Post by: Sordid on March 29, 2021, 05:59:49 PM
I just spent most of the early game buying drugs from Tri-tech and selling them to whatever planet wanted them the most, usually at 3x or 4x the price. With 1000 cargo space you will be buying 150k worth of drugs, sell them for 300 - 400k without much trouble.

Yup, that's been my go-to strategy as well. I have yet to build colonies, but every other money source seems to pale in comparison to just dealing industrial quantities of illegal drugs on interplanetary scale. It's incredibly easy, too, since the drugs are legal in TriTach space where you buy them, and the demand is usually in pirate colonies, which don't seem to mind at all if you sell on the black market to avid the tariffs. I smell a nerf incoming.

Quote
Sindra always being low on something it seems.

Ah, that reminds me of the blessed days of .65a, where colonies would buy unlimited amounts of stuff at shortage-inflated prices. Back then I used to just ferry massive quantities of food from the Luddites to Sindria storage and then dump them on the market when the periodic famine hit.

Never change, Sindria. Never change.
(https://i.imgur.com/eZvLT5c.png) (https://i.imgur.com/SjHJ6pn.png)
[close]
Title: Re: Making money in the new version is too easy
Post by: Steven Shi on March 29, 2021, 10:16:08 PM
Well, drug dealing IS suppose to be insanely profitable...

Maybe Alex need to code in an event where the equivalent of INTERPOL busts your ass in a sting and you have to cough up a massive fine or be black listed on all non-pirate worlds. Current patrol inspection just doesn't have enough risk vs the reward of drug money.

Anyway, Alex really need to take a long look at the economy balance and add some self-adjusting mechanics or players will just min/max all the fun out of the game.
Title: Re: Making money in the new version is too easy
Post by: Goumindong on March 29, 2021, 10:57:56 PM
I mean. Its not even the easiest way to make money. Why do you even pay for the drugs in the first place? Just steal them with marines!
Title: Re: Making money in the new version is too easy
Post by: Megas on March 30, 2021, 04:30:39 AM
I mean. Its not even the easiest way to make money. Why do you even pay for the drugs in the first place? Just steal them with marines!
I made good money stealing stuff from stations.  Even pop-up pirate bases that I cannot kill yet are a good source of free supplies and fuel, which means less money spent keeping my fleet feed and happy.

However, some of the core worlds have less stability than before (thanks to Commerce), and it takes months to recover stability from unrest.  Player can easily send stability of a core world to zero (and risk decivilization) if he is not careful.
Title: Re: Making money in the new version is too easy
Post by: rabbistern on March 30, 2021, 08:07:39 AM
i dont know man, i think its quite the opposite.
in my midgame fleet the 150k--250k remnant/derelict/deserter bounties dont even pay up for fuel and supply costs to travel the 40 light years and back, base strike bounties barely even pay up your recovery costs.
colonies used to be able to make you millions per month, but for me theyre total liabilities now. using hazard pay to keep my mining colony from having -10% growth my 2 colonies give me a total profit of -30k. thats a loss of 30k, not a profit. my main source of income is just my tritach commission, and i have to pay out of my pockets for my colonies to stay afloat, which by the way are really close to the core worlds and have megaports for over 100% accessibility.

the only thing i can really agree on being a fat win is the ship jacker guy, i mean come on youre getting combat ships at like 30% of market price, without any repercussions at all. it just seems so stupid to me, its a space faring civilization with FTL travel, that has the means to survive for over 200 years, life support systems for years in space(and hyperspace), the technology to colonize and thrive on volcanic, irradiated, toxic worlds etc, yet somehow security cant figure out whos behind a 19th century style train robbery? i steal a good half of tritachs combat cruisers and they remain 100/100 cooperative with me, now thats cheaty.

Title: Re: Making money in the new version is too easy
Post by: intrinsic_parity on March 30, 2021, 09:33:10 AM
@rabbistern
I had some supply upkeep issues, but I took the 50% supply upkeep reduction and that mostly solved them. Idk what your specific situation is, but that helped me.
Title: Re: Making money in the new version is too easy
Post by: BHunterSEAL on March 30, 2021, 11:27:51 AM
Question along the lines of this thread—I’ve downloaded the new patch and a few mods but am busy with work so have limited time to dig through jsons and make edits. Plus I have a hankering to jump in and play. One thing that has bothered me about the recent releases is the massive monthly payments that ostensibly come from the tutorial quest, whether or not it’s skipped. Are these still in the game / do they affect all starts?
Title: Re: Making money in the new version is too easy
Post by: Sarissofoi on March 30, 2021, 01:24:07 PM
One thing that has bothered me about the recent releases is the massive monthly payments that ostensibly come from the tutorial quest, whether or not it’s skipped. Are these still in the game / do they affect all starts?
Yes
Go find settings.json and edit
   "enableSpacerStart":true,
   "enableStipend":false,
Spacer start is extra hard start where you start with unarmed shuttle and need to pay child support that is increased as you level up.

Back to the topic.
Smuggling or even dark market trading always was broken.
You can make obscure amount of money from it and consequences are almost zero(if patrol catch you up you may lose some rep points or goods if you don't use smuggler vessels).
Black market trading suppose to be high reward - high risk to earn money but its actually high reward - almost zero risk.
I do not even imagine what going on in Alex head.
Title: Re: Making money in the new version is too easy
Post by: Sutopia on March 30, 2021, 02:01:40 PM
Easy fix: pirate now have a chance to rob you on their doorstep because that’s what pirates do.
Title: Re: Making money in the new version is too easy
Post by: Pushover on March 30, 2021, 03:48:19 PM
Question along the lines of this thread—I’ve downloaded the new patch and a few mods but am busy with work so have limited time to dig through jsons and make edits. Plus I have a hankering to jump in and play. One thing that has bothered me about the recent releases is the massive monthly payments that ostensibly come from the tutorial quest, whether or not it’s skipped. Are these still in the game / do they affect all starts?

Pretty sure the monthly payments are paying your crew wages, and it should only be on the order of ~5-10k early on. If you skip the tutorial, you start with the bonus as if you had completed the tutorial, which is a 15k/month income for 3? years. This should be enough to offset the wages of your crew.
Title: Re: Making money in the new version is too easy
Post by: Arcagnello on March 30, 2021, 03:57:18 PM
While smuggling and smart selling has become more profitable, raiding planets is now the best way to make disgusting amounts of money fast even in early game if you've got a lot of supply efficient storage, around 1-2k marines and the  Ground Operations Leadership skill. All you need to do is follow the following rules (they're not supposed to be in order, you should try and follow them for the best results tough)

1)Sell to Pirates and Luddic Path and do not sell over their demand to get the most profits. They are by far the two factions with the most overall demands.

2)The primary target for raiding are mining planets as they'll have quite the storage of one of the most valuable, easy to fit in your cargo resource: Recreational Drugs. Reasonably large colonies will likely fetch you over 1000 units of it per raid

3)When raiding, always make sure to never suffer anything higher than "marginal" losses since that will mean more marine replacements and no chance to level their proficiency up.

4)As a rule of thumb, you should stop raiding a colony if its stability risks to go under 1-2 as that poses a risk of your ever so precious money farm to Decivilize.

5)Always make sure to perform a Tactical Bombardment before raiding as that will increase your raid effectiveness

6)If you plan on raiding a planet for the same resource more than once, make sure your first raid does not cause said resource to go into deficit as that will cause more Marine losses.

7) Do not use civilian transports for carrying your troops. Use Militarized transports instead wich not only do not need Militarized subsystems but usually also come with the Ground Support Package, wich increases your raiding strength. You'll easily be able to obtain a couple of Valkyrie troop transports raising your raid strength by 100 early game, but the real prize if finding some of those elusive Phantom class Phase transports wich carry more troops, have all the detection benefits of phase ships AND give you 200 raid strength!
Title: Re: Making money in the new version is too easy
Post by: Linnis on March 30, 2021, 11:27:02 PM
While bounty hunting has you kill one captial and 6 high tech cruisers for 250k...
Title: Re: Making money in the new version is too easy
Post by: Arcagnello on March 31, 2021, 02:28:17 AM
While bounty hunting has you kill one captial and 6 high tech cruisers for 250k...

Bounties are only a fraction of missions that won't properly scale as the game and difficulty progresses. Smuggling missions, dead object delivery, pirate syndacate bounties, raiding missions, disruption missions, they all fail to be worth your time after the early game.

While there are solid consequences of raiding planets,  they too do not scale all that well and can be dealt with ease if you know what you're doing. Increasing the retaliatory fleet strength and making them spawn with more likely hood and track you faster as you keep raiding the same faction's planets would go a long way towards giving the currently most profitable way you can spend your time have adequate risks in pursuing.

See to that AND make missions scale better with time and the game will feel much more varied in options!
Title: Re: Making money in the new version is too easy
Post by: Pushover on March 31, 2021, 03:38:31 AM
After testing, it was fairly trivial to achieve ~10m value (ships + equipment + money) within the first ingame year, starting with the Wolf start. Mostly due to Pirates/Pathers having permanent shortages that don't get solved by the player's black market trade. Almost purely done through trading. Raiding alongside could probably earn even more, but I'm always hesitant to raid the Pirates frequently, because if you do it too much, they decivilize and you kill your golden goose.
Title: Re: Making money in the new version is too easy
Post by: GenericGoose on April 02, 2021, 03:48:59 AM
I don't see how this is an issue. Or any different from last version. I've been trading the same way as before and I made a few million faster. All this means is I have to spend less time grinding trade and can get to other stuff earlier. I would instead like to see other options become more profitable. Bounties and other missions should pay much more. Ive seen 50k for 3 beaten up destroyes, while a guy with 2 pristine conquests and like 7 cruisers is 270k. Makes absolutely no sense.
Doesn't seem like economy has changed much, just that you can buy a lot more in one go, which is good, although it seems prices also rise slower when buying a lot.
Title: Re: Making money in the new version is too easy
Post by: Megas on April 02, 2021, 04:01:40 AM
Base bounties are not worth doing anymore.  Actually, not doing them seems to be a good idea because my game is more than two years old and they are still two sections.  Perfect for keeping their raids weaker (anything that keeps zombie pirates down is good), and I can visit them to raid for supplies and fuel whenever I need it.

Thanks to new targeted raids, I have been raiding for supplies or drugs to sell.

This is probably my first game where I traded my way to riches (although much of it from stealing commodities through raids) after hitting a brick wall with combat (bounties upgrading faster than I can).

What makes trading easier for me is player built for raiding can steal a lot of high-value commodities and sell them for big profit.
Title: Re: Making money in the new version is too easy
Post by: Shadowkiller on April 02, 2021, 09:28:20 AM
While trading is supposed to be insanely profitable in the lore, it's also supposed to be insanely dangerous. I haven't played the new update yet so if this is already a thing my apologies, but I think this issue could be lowered greatly with a simple mechanic. If you're moving planet-sized quantities of highly valuable goods worth millions of credits than you should be a burning Beacon for every enterprising Pirates or enemy state that you've angered. Especially if you decided to skip out on defenses for your trade Fleet. I'm talking about entire Nets of pirates working together to find you, take you down and earn a portion of the incredibly valuable Goods that you're carrying. If you already have a defensive Fleet worth the amount of goods that you're carrying then naturally you wouldn't have a reason to be accosted so easily, but if you're just meming trade at the beginning of the game then you should be harried from one end of the sector to the other for the easy Mark that you are.

In the last version there was already a system for getting Intel on large Caravans travelling from one location to the other, and with the new one I imagine it would be pretty easy to implement something for the AI that targets you when you move large shipments, and bases the strength of the hunters on your own fleet strength vs value of the shipment your carrying. because lets be honest. if your buying enough commodities to support a planet, your not doing that secretly, its just logistically impossible to to move such quantities without anyone finding out.
Title: Re: Making money in the new version is too easy
Post by: Glitzer on April 02, 2021, 12:09:40 PM
If you're moving planet-sized quantities of highly valuable goods worth millions of credits than you should be a burning Beacon for every enterprising Pirates or enemy state that you've angered.

Oh my gosh, I just love this idea, I'd kill for a mod for something like this. Making trading more high risk would be so fun.
Title: Re: Making money in the new version is too easy
Post by: robepriority on April 02, 2021, 02:10:17 PM
It makes a lot more sense than ork-pirates slamming entire junk armadas into core systems constantly.


I mean, nothing wrong with orks, but I don't get that kinda vibe from the pirate lore.
Title: Re: Making money in the new version is too easy
Post by: intrinsic_parity on April 02, 2021, 02:11:47 PM
I like the idea of having some pirate fleets spawn and chase you if you buy (or raid for) a large quantity of goods.
Title: Re: Making money in the new version is too easy
Post by: Darloth on April 02, 2021, 02:16:26 PM
We do get warned that a so and so fleet is forming around X or Y planet and heading to Z...

Maybe pirates or other interested parties should indeed be told if you purchase a sufficient quantity of stuff, and then the game should (usually?) mention that your contacts in X market say you've been noticed, it's no longer safe to dock at X for a month or underworld assets will try and steal your stuff (marine roll perhaps), just to prevent player re-docking and storing immediately, and then spawn a couple of fleets with a vague initial idea of the player's location and see what they do.

Would be another interesting interaction, as long as it doesn't trigger too frequently so as to be annoying.

That said, it would also incentivise actually having enough escort ships.
Title: Re: Making money in the new version is too easy
Post by: Bob69Joe on April 02, 2021, 02:25:26 PM
INTERPOL

My first game in .95, I've been doing a bunch of secret things for pirates, dropping packages, deploying spy tech, but otherwise exploring for the factions. I've been saving up a huge nest egg for years now, and I admit I'm a bit nervous if one faction has taken notice of all of those espionage missions. Wake up one morning and see nothing in the bank.

Single Dram fleet btw XDXDXDXD
Title: Re: Making money in the new version is too easy
Post by: xenoargh on April 02, 2021, 03:17:08 PM
I agree that trade via raid / black-market trade appears to be totally broken, lol.  I tried it out, and yeah, it's pretty easy to rack up a million credits. I don't prefer playing this way, so I didn't comment on the last version, but this time I gave it a go, and it took about 6 months of game-time to ramp up to what would have been Escobar in Spaaaaace.

ideas on How To Fix:

1. IRL, governments that strongly suspect you're a massive drug smuggler freeze your assets while investigating. Having something trip when they're finally on to you, where you suddenly lose access to your bank account, might be amusing.

2. Governments who convict you of smuggling take your ill-gotten gains (i.e., the credits aren't just frozen, they're perma-gone). Plus, if they can, they'll arrest you (send a fleet capable of catching and killing your fleet).

3. Criminals you deal with should happily sell you out to annoyed governments, send fleets of mercs to kill you off, or use hackers to steal your money. Docking at a Pirate base, as a high-end criminal, should be pretty gosh-darn dangerous!

The general lack of consequences, so long as you leave your Transponder off and use stealth ships, doesn't make a lot of sense. People would at least, you know, hear about you, because you're arranging million-credit drug deals.  This isn't criminality on such a small scale that it'd just... be ignored, lol. IRL that requires bribes paid, banks to launder the money, rivals that want to turn you in or kill you, and constant danger of being removed by your "associates", because they want the profits for themselves.

Last thoughts:

1. We already have a great example of a criminal money-sponge event. The more money you accrue, by any means, the more of a constant target you should be for Pather fleets that will chase you around and ask for, "donations", heh.  Seriously, if they're allowed to spare me when I was investigating one of their lairs 15LY away from civilization, they should be able to hunt you down when you're in the Core.

2. Transponder Off shouldn't mean that nobody identified you doing business. It just means no fleet or large-scale forces were deployed to intercept you. Unless you're literally flying around space-subs full of drugs, the best way to arrest you is when you're docked and helpless; having to fight your way free from a drug-deal that went bad, or to keep the local police forces from arresting you, sounds like risk and entertainment, and it'd be pretty easy to add in as a mechanic.

Title: Re: Making money in the new version is too easy
Post by: AcaMetis on April 02, 2021, 03:45:24 PM
All of this sounds like increasingly roundabout ways to complicate a problem rather than fixing it. If trade being profitable to such a degree is really so unbalancing either put a "tariff" on the black market (phrase it as the aforementioned bribes, etc.) or just remove it entirely. Giving the player a way to make a million credits only to randomly go "someone on Umbra sold you out and now the Diktat has confiscated all your credits and credibility" just seems like a pointless mechanic.

If raiding is the problem than simply expand the consequence that already exists: Those security codes that you can buy from that one bar event? Factions will send retaliation fleets after you if you use them, and attacking those fleets will be considered an attack against that faction if you've got your transponder on whether they attacked you first or not.
Title: Re: Making money in the new version is too easy
Post by: Megas on April 02, 2021, 04:10:59 PM
I raid mostly pirates, the zombie faction who is infamous for raiding (and maybe deciviliizing) everyone else.  I steal supplies, fuel, and drugs from the zombie pirates and sell them to other zombie pirates or the Pathers.  Basically, I out-pirate the pirates.

Black Market plus law enforcement does not mean much when I am mortal enemies with the faction I am preying upon.

I like this easy money when combat is high-risk but low-reward, given punishing losses if your ships explode.
Title: Re: Making money in the new version is too easy
Post by: Darloth on April 02, 2021, 06:04:47 PM
All this talk of freezing assets is also a little disingenuous.  You think credits somehow localized on one world can even be spent on another world, let alone with another faction that is at war?

Given that pirates can pay you in credits, either there is a VERY permissive sector-wide banking agency, or more likely the credits are some sort of electronic encryption system you can store locally on your person but is still guaranteed to be valid.  Presumably something like a shadowrun style certified credstick, likely interacting with all the various datapads we see people use, and redeemable at a number of places around the sector.

Plus, from a game design perspective flat out taking things away from the player is almost never fun, even as a sensible consequence.  Warn them, sure, chase them with things, ok, have bounty hunters hired to hunt them down, make markets inaccessible or more expensive, but it would likely make many people very upset if their hard earned and ill-gotten credits were just removed or frozen.
Title: Re: Making money in the new version is too easy
Post by: GenericGoose on April 02, 2021, 11:28:07 PM
lol people in this thread really hate fun. crime pays in starsector, if you don't want to make money, don't raid and sell only on the open market. ambushes and crackdowns by factions could be interesting though.
also if the credits are freezable I want bank robbery raids!
Title: Re: Making money in the new version is too easy
Post by: Jet Black on April 05, 2021, 01:58:02 PM
Raiding is definitely the most profitable lol. Deficits need to be nerfed a bit and bounty quests etc need a boost. It should even out.

I love that they made the black market more risky though.
Title: Re: Making money in the new version is too easy
Post by: Linnis on April 05, 2021, 02:20:02 PM
lol people in this thread really hate fun. crime pays in starsector, if you don't want to make money, don't raid and sell only on the open market. ambushes and crackdowns by factions could be interesting though.
also if the credits are freezable I want bank robbery raids!

No, you have the wrong way. We want it to be more fun. The best way to make buck is smuggle black market ***, makes sense. But the fact you can do it endlessly and become the richest man in the sector without any side effects or dangers is silly.

So if while your doing the boring trips back and forth, there are police or pirates trying to catch you, its much more interesting/fun wouldn't you say so?
Title: Re: Making money in the new version is too easy
Post by: speeder on April 05, 2021, 02:30:25 PM
I was wondering what you all were talking about...

I always play as trader a nd never have profits.

Then I realized, it is because you are talking about smuggling, not trading.

When trading normally the 30% tax both on purchase and later when selling screws you hard.

Indeed, black market seemly is OP, but not just because it is OP by itself, but because it is too safe.

I always avoid black market because I thought it would be super dangerous, seemly... it isn't.
Title: Re: Making money in the new version is too easy
Post by: Jet Black on April 05, 2021, 02:43:57 PM
I was wondering what you all were talking about...

I always play as trader a nd never have profits.

Then I realized, it is because you are talking about smuggling, not trading.

When trading normally the 30% tax both on purchase and later when selling screws you hard.

Indeed, black market seemly is OP, but not just because it is OP by itself, but because it is too safe.

I always avoid black market because I thought it would be super dangerous, seemly... it isn't.

No, it is dangerous lol. You anger the faction you trade with, get scanned constantly and they even mess up your ships now lowering cr.
But in the beginning it is definitely worth it. Specifically to mess with a faction you dislike. But yeah, trade only must have been rough lol.
Title: Re: Making money in the new version is too easy
Post by: JUDGE! slowpersun on April 05, 2021, 03:57:32 PM
lol people in this thread really hate fun. crime pays in starsector, if you don't want to make money, don't raid and sell only on the open market. ambushes and crackdowns by factions could be interesting though.
also if the credits are freezable I want bank robbery raids!

Crime pays in Starsector because of the bull shite flat 30% tariff (both sides of transaction) intended to nerf trading in lieu of bashing ships together.  But now since bounty payout scaling seems a bit... weird, (possibly due to a need for more balancing with the contacts system as it relates to rep), trading smuggling has gone from being a viable route to THE ONLY viable route (since exploring kinda even more of a crapshoot now).  Just like OP, I've been doing the Tri-Tach's drugs to where ever is most profitable route and to say it works is an understatement.  I've made as much money in about a year in 0.95 as it took me 10 in-game years in 0.91... which mostly does seem to be a result of excessive demand for los drogas.  I'm assuming some of that excess demand will be balanced in the next balance patch

As for solutions, well, that has resulted in some interesting suggestions.  Adding some scaling "tariff" for black markets (bribes) would prolly help, as well as balancing for demand.  Adding some penalty events for dropping too much black market smuggling goods in a single port also cool instead of a later random rep drop (searched/arrested in normal ports, robbed by pirates in pirate ports, donations to ludd pathers).  This would also add a legit use for certain contacts to either tip you off or mitigate effects (would require SP and/or cashy money).  Even better, make it so that Walter White can't move large quantities of drugs without selling through contacts (ie, criminal contacts have option to accept crazy large drug quantities for different price than market, but no bad event consequences.  Will get over-market price on regular ports, less on pirate ports).

BUT MOSTLY JUST MAKE TARIFFS PARTIALLY SCALE BASED ON REP.  Which has been endlessly suggested.  Maybe also require a local contact in governing faction to allow for tariff reduction.  And prolly fiddle with bounty scaling.
Title: Re: Making money in the new version is too easy
Post by: Megas on April 05, 2021, 04:11:36 PM
So if while your doing the boring trips back and forth, there are police or pirates trying to catch you, its much more interesting/fun wouldn't you say so?
If player is hostile to the faction he is stealing from (say, pirates), they already attack on sight... or run because your fleet is too big.
Title: Re: Making money in the new version is too easy
Post by: AcaMetis on April 05, 2021, 04:39:57 PM
So if while your doing the boring trips back and forth, there are police or pirates trying to catch you, its much more interesting/fun wouldn't you say so?
No. That would just turn the game into an extended version of the main quest without any of the redeeming features - all of the random doomfleets trying to catch up to and murder you every second step you take, none of the story or characters to make it interesting. Again, if black market trading makes too much money either remove it outright or tax it like the open market. No complicated mechanics, no mandatory grinding to reach a point where you're able to finally start doing something, just one fountain of easy money neatly plugged. If I wanted combat and nothing but combat I wouldn't be playing the campaign, I'd be playing the missions.
Title: Re: Making money in the new version is too easy
Post by: robepriority on April 05, 2021, 08:54:25 PM
Or maybe just buff existing mechanics such as bounties and pickets?