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I suspected that what unlocks it is just "after playing x minutes" or something like that, but it would make sense that it was something else. I could look over the source code and see if I can find something about it maybe. Sounds likely that it might be more than one thing that could unlock it.
My most recent gang just did some city stuff in Downtown before running into the Dracogenics Military Compound to raise hell. They got their Black Market quite quickly. And then they died in an attempt to get away from a Dracogenics Light Infantry who'd stopped inside a building rather than coming out of a transport door. The cheater could shoot at my agents from inside, and apparently called for reinforcements as well.
I had also forgotten (if I ever really knew) that I needed the infiltrator to get the prototype from the Dracogenics Guard Station in Downtown. I'm so used to always breach facilities with all agents, when it doesn't really matter. Though of course, they do get XP for moving to the facility inside each restricted area, so that is always something. But this time I was trying to get as little XP as possible, to let the prototypes show how much they're worth for the Black Market.
The message was also shown before/above both prototype messages, so I'm assuming it was the first one that brought the 'Black Market points' over the line. I base this on the fact that when I acquired three blueprints the message was shown after the first two, and before the last one, so the game is clearly able to show the 'Blackmarket available' message right inside a general 'mission completed' list of messages. At the time I interpreted it as the second blueprint being the one to trigger the message, since it made sense to me that I get the message first and the consequence afterwards. But if the message is shown before the acquisition that triggers it, then I guess it was the third blueprint that set off the 'Blackmarket available' message that time.
'Blackmarket available' with:
94,056 XP and no prototypes or blueprints (beyond the three starting weapons)
86,400 XP and the $9,550 Silencer blueprint (1 blueprint $ = 0.80 XP)
40,323 XP and 9 prototypes costing $106,000 on the Black Market (1 prototype $ = 0.51 XP)
For example: 37447 XP + 6 blueprints at $71,600 = 94,727 'Black Market points'. Close enough to 94,056 XP I guess? That was the one time the message was triggered by XP and not skill point, blueprint, or prototype.
Another example: 78,917 XP + 1 blueprint at $23,950 = 98,077 'Black Market points'. Not very close, so blueprints and prototypes might be valued in a more complicated way, or a simpler one, and the only reason the numbers work out better in Downtown is because all the blueprints/prototypes are worth roughly the same.
I haven't accounted for finishing the Gate Pass 1 for The Grid mission, which happened right before the Soldier in the prototype game went in to raid the vaults in The Continental Haven, and two agents gained a skill point each as the alarm went off. I suppose all these skill points, blueprints and prototypes could be measuring general progress in the game, and so completed missions could perhaps matter as well. Hard to say for sure.