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Ein Übersetzungsproblem melden
Early out the best way to earn cash is missions and buying Missiles low and selling them high in another station.
Best mining setup i've found is 2 Captured Fedhelms and 1 Captured Scaldis...You sit in the scaldis, sip on some coffe while the feds mine, once they get nearly full transfer the ore, send them back out to mine then take off to sell the ore, once you get back your feds should be 50-70% full again, after that its pretty much an endless loop of profits.
Don't be a sucker and buy the ships, capture them with marines! its more fun and cost effective!
Only law is your own :P}
best money i have seen at start of new game without spending a dime on upgrades atall is personal protection missions, have 3 side effects, allows you to discover areas and scan/reveal TA them as you fly around dureing the patrol portion also giving quick rep to multyple factions, can get allied really fast beter prices because your 10+ rep with several factions easily,and when you pickup or drop off contact get autosave which sometimes has saved my arse when i forget.
So getting 10+ mill in an hour or so if you use mods for convience ect like scan range and free talk missing taf and a few others.
There's a mod like TAF but free??? Do tell :)
Its in the workshop buy trade agent cheat i think its called, search for buy in the workshop section it should be there.
You can cap pirate vessels if you want to be lawful. (although if you are playing plot, PMC is the law for most regions which means you are already a crim :/)
Hacker drones can make a fair bit of cash if you happen to have a capped titurel with some cargodrones on board. You can hack ships as they jump in to a beacon area, waiting for fuel or even when they are heading to a station and that makes them drop their cargo.
If you find yourself picking up a large supply of goods that you haven't got anywhere to sell to, then just load them onboard a captured titurel and sell it to a dock. (Just make sure you haven't loaded it with staff or you'll be wasteing credits)
Can you confirm that it actually goes up, i have 4 pages of mods so it might be one of those.
Random question; Does additional cargolifter urv's increase trade speed if you have more urv's than cargo? Like If I'm selling 20 products and I have 40 urv's, will it go faster than if I had 20 urv's? Seems like a dumb question but IDK if they actually carry cargo, or simulate carrying cargo and just add a time multiplier depending on the # of urv's you have.
1min 30 secs, article fedhelm sold at shady vault.
Yes more is faster if you can afford them and the shipyard has lots, have to remmeber their build time on drones is slow so if you plan on building/outfitting capped ships near a particular station you dont want to over load, full freighter i go 50 max if they have them for mixed or low number trading like CS in station building you tend to need smaller amount so dont need as many on the ships,
I recon you have not been playing recently, since boarding not just needs you to invest a huge amount of time training Marines to be able to cap anything worth a dime, but 50 Marines a 5* MO are not exactly cheap either and they barely cover 50 boarding resistance. Pretty sure I can make a lot more cash with just crafting Metal Alloys in the same amount of time and its equaly boring after a while.
MFG
Ketraar