Posted November 25, 2018
\Welcome caveman to the final destination of your supposedly instant decades worth of space travel.
You have no idea how to play?
Excellent well lets begin here.
Get a jump drive (it's the biggest necessity for trading)
Don't take asteroid damage or that from purple or red anomalies (gas clouds).
If you need cash sell some of your batteries (like in real life a battery doesn't power anything the generator does [they load balance over time]).
Don't buy anything unless you know the price will change significantly.
Make a spreadsheet and freeze the first row and column using hail from your comms to check local prices and add them to be tracked.
Visit lots of systems to develop your idea on what sells where; and note they won't tell you what they buy at without docking to find out personally.
Have lots of pods with the last 2 set aside 1 for shielding and one for temp upgrades.
The reason is you need to buy lots of different items preferably that have a very high base cost that of course is being sold less than the market average.
You will then find out when selling only a few units will sell at the BEST price, but with lots of different goods you will be able to make profit off lots of multiple small batch sales AND restock what the station is selling below market average.
This lowers the amount of docking you have to do once you get a feel for the best stations to exchange between.
I don't think there is a real economy in there but I like to think buying metals and taking it to a station that produces machines/industrial is a trade loop (the miners need mining machines the machine builders need the mined resources).. but there's no garuantee here.
Don't buy licences unless they will directly benefit your known profitable trade route, because at 500creds you could of spent that on repairs.
Once you have a licence and an established trade route remember to check to see if a contract has what you are carrying in the number you already carry and prioritize taking & doing it for the bonus.
Stuff passenger duty unless it's where you are already headed most of the time the creds aren't worth the detour and certainly not the risk IN DETOUR.
.Upgrade your generator and engine. Others may think differently, but fact is as a trader time is money and you can't time warp most of it due to hazards, ships not using IFF, torpedoes being fired at others and a whole host of annoying reasins; leave stealth for when you actually have decent maps (removed fog of war and maybe printed yourself out some of the various systems) nd a complete refit.
Lastly never be afraid of the torpedoes just run it towards anouther target then turn and go EMCON for a minute while it tracks it's NEW target and yes they will hit stations.
BTW this guide is mine don't plagiarise it by copying from it to other sites or places.
There that should help you get your feet in the new galaxy; have fun.
You have no idea how to play?
Excellent well lets begin here.
Get a jump drive (it's the biggest necessity for trading)
Don't take asteroid damage or that from purple or red anomalies (gas clouds).
If you need cash sell some of your batteries (like in real life a battery doesn't power anything the generator does [they load balance over time]).
Don't buy anything unless you know the price will change significantly.
Make a spreadsheet and freeze the first row and column using hail from your comms to check local prices and add them to be tracked.
Visit lots of systems to develop your idea on what sells where; and note they won't tell you what they buy at without docking to find out personally.
Have lots of pods with the last 2 set aside 1 for shielding and one for temp upgrades.
The reason is you need to buy lots of different items preferably that have a very high base cost that of course is being sold less than the market average.
You will then find out when selling only a few units will sell at the BEST price, but with lots of different goods you will be able to make profit off lots of multiple small batch sales AND restock what the station is selling below market average.
This lowers the amount of docking you have to do once you get a feel for the best stations to exchange between.
I don't think there is a real economy in there but I like to think buying metals and taking it to a station that produces machines/industrial is a trade loop (the miners need mining machines the machine builders need the mined resources).. but there's no garuantee here.
Don't buy licences unless they will directly benefit your known profitable trade route, because at 500creds you could of spent that on repairs.
Once you have a licence and an established trade route remember to check to see if a contract has what you are carrying in the number you already carry and prioritize taking & doing it for the bonus.
Stuff passenger duty unless it's where you are already headed most of the time the creds aren't worth the detour and certainly not the risk IN DETOUR.
.Upgrade your generator and engine. Others may think differently, but fact is as a trader time is money and you can't time warp most of it due to hazards, ships not using IFF, torpedoes being fired at others and a whole host of annoying reasins; leave stealth for when you actually have decent maps (removed fog of war and maybe printed yourself out some of the various systems) nd a complete refit.
Lastly never be afraid of the torpedoes just run it towards anouther target then turn and go EMCON for a minute while it tracks it's NEW target and yes they will hit stations.
BTW this guide is mine don't plagiarise it by copying from it to other sites or places.
There that should help you get your feet in the new galaxy; have fun.