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Exotics are actually fairly common as ships go. Squids seem to be much harder to find -or even see. Fortunately, I hate the way they look when landed and always play first person, so not really my cup of tea.
If you think that's cheating then always look for wealthy systems. They're more likely to have exotics and S class ships.
i found one exotic with nice slots but it was really ugly as ship.
https://steamcommunity.com/sharedfiles/filedetails/?id=2878932053
I've certainly seen exotics land at trading posts, but every exotic I've gotten since I've played NMS has been through a space station. The main reason is to be able to reclaim the ship I traded for it. It is very risky to try and reclaim a ship at a trading post. I've done it and I've also missed reclaiming my ship once, and so have not tried it again. Another reason for getting your exotic in a space station is scraping. I usually reclaim the ship I traded for the exotic and then scrap it.
I noticed after Waypoint that exotics jumped up in price. I used to be able to find some for around 9-12 million, but I was seeing 20 million after the update. You're going to want to do things differently depending on if you have enough units to buy it or not.
If you have money:
1. Turn your sound up as loud as you can stand it. Exotics make a noise when they land or take off. A squid ship has an unmistakable ratcheting noise. This sound is different than what a solar sounds like. Listen to a few solars take off while you wait, this'll help you learn to rule that particular noise out.
2. Put down a save beacon on top of a trading post. By on top, I mean the roof, smokestack, whatever the very highest point is that you can jetpack over to. You want to be able to see everywhere from your beacon. Once you're set up, make a manual save. You're going to reload this save, then push "F" to pull up your analysis visor. The ships will spawn in at 2-3 points on the horizon. It'll always be exactly the same 2-3 points, too. If you don't see an exotic's outline at the first point, move to scan the second, then the third. Analysis visor also shows you class, so if you can't really see a ship, ignore anything that isn't an S class.
3. Every once in awhile, an exotic will spawn, but it'll decide all of the landing pads it wants are full and fly off directly into the atmosphere. This is normal. THE GAME DOES NOT HATE YOU. It's just something that happens. You'll get the next one or the one after that. Sometimes it takes a few hours of reloading, but this is the most consistent way to find an exotic.
Now, what about if you don't have any money?
What you want here are distress beacon charts. You can trade a single nav data for one in the navigator on each space station. You'll need a minimum of 5.
1. Use the first chart and note what it marks down. Do not bother reloading, just start trying to use the next chart. It'll give you an error message sometimes, but just keep pressing E. You want to do this until all five possible points of interest are marked. A distress beacon map will mark: a crashed freighter, an observatory, a crashed ship with a pilot nearby, a crashed ship with no pilot, and an abandoned building.
2. The two points of interest we actually want to fly to are both marked "Distress beacon" when you use the map. Fly just close enough to see if there's a pilot next to the wreck. If there is a pilot there, DO NOT APPROACH AND DO NOT LAND. Leave that one marked and go fly to the other "Distress beacon" marker. See, now you know exactly where you DON'T want to go. You can land at the other wreck and the next time you use a map, it'll definitely show you a wreck without a pilot. This is because it's already marked the other possibility. Until you clear off a marker, it can't show you an new one of that type.
3. Leaving all four other possible destinations marked, you can freely buy all kinds of distress beacon charts now, knowing that every single one of them will lead you to $$$.
4. As we go check out ships, we want to keep an eye out for two types of ship. Obviously the exotic is one, but the other is a hauler. Haulers are worth more than many exotics, even as C class. So, repairing a wrecked one a bit can quickly net you a ship that you can trade for a perfectly good exotic later.
5. You'll want to salvage every single wreck for the money. Look at the materials cost to repair slots, and keep in mind that repaired cargo slots usually raise the value of the ship more than repaired tech slots. Bare minimum to fly a ship to the space station is: a single metal plate, a dihydrogen jelly, 50 pure ferrite, and a hermetic seal. As you repair each slot, the analysis visor will tell you how much the ship is now worth. Just repair each one as much as you feel comfortable with, then scrap it at the station. Remember that you can also repair S class ship modules and repackage them for use on other ships.
Now, if you find the exotic, then great! You're done. If you have a partially repaired hauler that's worth more than you think the exotic will cost, or you just outright made several million units to buy the exotic, then go back to my first tips.
Or better: Don't try to get one but let it come to you. Soon or late it will.