So are you saying I did a good job of point out those things that aren't broken and that you just have to do them a certain way? Or are you saying that I should put some more "this is not broken because" messages in there?jlehtone wrote:Nicely written.
Some might feel that they still learn a bit too much about the sandbox, but those chaps hardly visit threads titled "guide" anyway. I think it is important to clarify the usual cases where the user thinks that there is a bug, while there is not. In ideal world that would decrease the amount of false bug reports in the tech support forum, and leave more time for the Devs to work on the real bugs (which naturally should be reported there).
I'm also thinking of maybe putting the TIPS in spoilers. Some people might just want to know how to properly complete the mission without the tips on how to beat the clock.
Yes... As I progress, I am finding that traditional trading and factory building are not nearly as lucrative as continuing to do various missions.jlehtone wrote:I'm not sure if I'd classify "Trade missions" as "trading" though. If I would, I could call Assassination a "trade run" as well. You do invest in resources (weapons) and deliver the product (death) for which you get paid. The product is about as tangible as in "trade missions". Thus, almost "regular" trade.
For example: I can buy and build a medium wheat farm for around 350,000 credits. I can add freighters to that, let's say I got them cheap and just added shields, 250,000 for both. Now, I have to wait for my 600,000 credit investment to pay for itself, and then churn out free credits.
-Or-
I can get a contract from a Teladi to build an ammunition factory for... 1,600,000 credits free and clear above the cost of the station.
So, as I think about part two, I think the guide's focus will be changing. Instead of "do missions to get your foot in the door trading" it might become "do missions to become a manufacturing tycoon".
Imagine having huge production complexes of your own churning out masses of goods. You've got a legion of super freighters selling those goods for you automatically. They jump to an unlimited range to sell your wares to whoever is buying, and refuel themselves automatically. (I haven't actually tried autojump + trade commands yet...)jlehtone wrote:On the other hand, even the "resource shortage" mission is more like getting paid for delivery, rather than "buy low, sell high" of traditional trading. Overall, the missions seem to be the main focus of the X3TC, and the trade&build is more to provide wares for your empire. Nevertheless, using the "shooting required" as distinction between "trade" and "fight" is quite reasonable.
It is nice to hear that the tricks that work on X3R missions pretty much are valid for X3TC too.
Then, when you run across the guy asking for 12,000 meatsteaks in 15 minutes and offering to pay 5 million credits you can load that up right from your complex on to 3 super freighters and fill that order.
I have some ideas about using trading stations to do this early on. Seeing as how bio/food factories will sit there full until the local tech factories get enough energy to burn through their stock. There may be a buy-and-hold process there that is quite lucrative.