![]() ![]() efficiency, let's call it, I'm willing to pay you a generous (number) credit per unit. I don't care where it comes from or how it gets done, so long as it gets here." ![]() "I need (number) units of (commodities) delivered right here as soon as possible. If you could help me get rid of them I'd accept a price as low as (number) credits per unit. "Right now it's full of (number) units of (commodities). "I need to clear out a warehouse as soon as possible," He shows you his datapad - a cheap TriPad knockoff, now that you see it more closely. He looks up, "You're a trader, running a merchant fleet?" You mumble something inconclusive. One way to think about it is the relationship level caps the “importance” of the contact, so the effects of higher importance only become realized once the relationship is higher. Or even a colony.Ī high importance contact doesn’t just start offering juicy missions, though – getting to that point requires completing a number of lower-importance missions. A high importance trade contact, on the other hand… let’s just say you might need an Atlas freighter or two. For example, a low importance trade contact would offer missions involving smaller quantities of cheaper commodities. There are 5 levels of importance, from “very low” to “very high”. In addition to tags, a contact also has an “importance” – a measure of how influential they are within the hierarchy of whatever organization they belong to. Of course, there’s a slight cooldown immediately after a contact is visited, but any sort of normal visiting schedule will result in missions being available. Note that it’s “will”, not “may” – since the player needs to make the commitment to actually go visit the contact, there needs to be some kind of payoff. A contact is generally located at a colony, and when the player visits them, the contact will have some missions for them. These are “tags”, so it’s possible (though very rare) for a contact to combine two of these. ![]() There are three types of contacts – military, underworld, and trade. Priority status however takes 1 month to be applied. Priority contacts offer more – and higher quality, as if the relationship was higher – missions. The player can develop as many contacts as desired if the story points is provided.Įach contact can be designated as “priority” or not. Any contacts beyond 5 require a story point to develop. (Most “contact” missions also have a “bar” version of the mission, by the way, so there will be a lot more going on in an average dockside bar.) This takes the form of bar encounters – if you meet someone at a bar and they offer you a mission, and you complete it, there is a chance they will be a contact you can “develop”. ![]()
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