That plus the fact that getting scanned with illegal goods makes them less about pleasing everyone - they're more likely to have a small number of specialized haunts, and make longer, higher-profit trips to reach their known markets. Black markets require a good contact reputation (but not so much faction reputation), so playing smuggler involves a lot of finding the right people and greasing palms. Independent worlds are easy and allow all goods, but are rare and usually less developed, so getting a good price might be tough. Smugglers are a lot like merchants, except they skip the "Trade permit" thing by either going to independent worlds or finding black markets. You kind of want a good reputation everywhere, as much as you can manage, because more open ports = better, shorter, more flexible routes from seller to buyer. Factions that don't like you won't let you trade, so you end up figuring out your own routes and managing inventory - deciding between filling your hold with something rare you won't be able to sell for a while vs. Legitimate traders pick paths to sell goods, but the most profitable goods require you to interact with contacts - either to buy permits to sell more lucrative goods, or to buy ultra-profitable rare goods that you often can't sell anywhere nearby. Quests will usually improve your reputation with that faction/contact, but harm it with some other group - it's very hard not to make some enemies, which kind of shapes the map in terms of where you can operate. You have a reputation with each major faction, but also with each contact. Trying to sum up:Ĭontacts belong to factions, and offer quests/provide services. There's a lot about it I don't love, but what it does amazingly well is the interactions between factions, contacts, merchants, smugglers, bounty hunters and pirates.
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