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Making Credits in LotJ

by KoolAidMan

 

Let’s face it, credits make the galaxy go round. But the question is, how do you earn them. In this guide, I hope to explain a couple of ways for earning credits and putting you on the path to becoming the next Will Ryder.

 

The ways to earn credits I will focus on are (in no specific order):

  1. Begging
  2. Stealing
  3. Trading
  4. Cargo Running
  5. Questing

 

Begging

Begging NPCs for money is one of the easiest and earliest ways you can try and make money in your character’s career. It is a skill that every character has and there is virtually no downside to doing so. It is literally free money. It requires no specialized gear or levels in order to attempt.

Pros: No setup required, potentially large payouts

Cons: Unreliable

Credits per hour: Highly Variable

 

Stealing

Stealing is another way to earn credits, but carries its own set of risks. Stealing can be broken down into two basic categories. Physical Theft and Bank theft.

When attempting physical theft, simply walk right up to a target and try to steal their credits, using either the smuggler skill steal or espionage skill swipe. When attempting bank theft, you will need a character with the slicer skill hack and a bank account to attempt it on. Both of these options can be lucrative, but both are dangerous. With Physical theft, there is the chance your target will catch you stealing from them and you can possibly be attacked and/or arrested. When attempting to hack, if the account you are trying to steal from is protected, your character can possibly be permed.

Pros: Potentially high payout, Can lead to interesting RP situations.

Cons: Dangerous.

Credits per hour: Variable

 

Trading

Trading is a pretty simple way of earning credits. You offer an item or service you have in exchange for credits. Examples include selling items in a shop, combat instructors, bounty hunters, bank account protection and so on.

Pros: Shops-No need to be present. Others-Can lead to RP

Cons: Requires specific skills, items, tools. Competition

Credits per hour: Variable

 

Cargo Running

Buying and selling cargo is one of the more common ways that people go about earning credits. Procure yourself a ship with a cargo hold and set sail. Use the ‘SHOWPLANET (PLANET) RESOURCES’ command to get a list of what items on each planet are currently selling for. Fly to a planet, buy your cargo, then fly to another planet to sell it. Pretty simple. Most planets, you will pay a portion of your cargo running income in tax to the governing planet. Additionally, if you are a skilled smuggler, you can get past trade embargoes and forego tax payments.
Pros: Good payout, easily scripted, chance to actually smuggle.

Cons: Requires piloting skills, access to cargo ship, Possibility of pirates, and a cargo permit.

Credits per hour: 200k+, depending on route and ship.

 

Questing

Questing is far and away my favorite way to earn credits and experience, and also happens to have the highest payouts available, depending on the skill set you have. I will break this section down a little further and offer several options.

Low level questing-These are your tier one quests, which typically earn you around 1-2k per completion and experience in a particular class. This is usually done by gathering or crafting a specific item and turning it in to an npc.  An example is the engineering quest on Alderaan, or giving deathsticks to spiced out citizens on Coruscant.

Pros: Easy to complete, multiple people can do crafting quests at once, Can do from level 1.

Cons: Low payout

Credits per hour: ~100k

Medium level questing-In this category, I define medium level as quests that do not require a certain level, but suggest that you have certain skills in order to make the quests go faster. The example for medium level questing is protestor signs on Nal Hutta. The quest can be done at level 1, but since it involves killing mobs, having combat skills will improve the speed of farming the signs.

Pros: High Payout

Cons: Usually only one person at a time should be killing the mobs

Credits per hour: ~500k

High level questing-High level questing requires a specific combination of skills and levels in order to maximize the amount of credits you make. Sometimes players will roll a specific race/class combination just to take advantage of these types of quests. Carbon farming is a good example of high level questing. The quest itself is actually a tier 3 science quest on Lorrd that requires carbon from Tatooine, and only pays out fully if your science score is between 50-99. The carbon on Tatooine is hidden. While it is possible to obtain without it, it is very highly recommended you have the skill sharp eye.

Pros: Very high payout

Cons: Only 1 person at a time, involves combat, involves long travel

Credits per hour: ~725k if travel time is excluded.

 

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Author Walldo
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Recent In-Game News

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Holoviewers flash to life, scene settled on the entrance to the Corellian Engineering Corporation headquarters. The building is surrounded by barriers with holographic signs warning citizens to stay back. CorSec officers and detectives patrol the scene as the camera pans out to include Qayla Z. in the frame, "Good evening. I'm here live at the Corellian Engineering Corporation's building in Coronet City where CorSec officials are investigating what they are calling a missing person case. We'll go directly to the briefing we were given by the chief investigator earlier this morning." "Early this morning, we received a holo from a CEC employee who stated that the acting CEO of the corporation, Baxxter Boggs, has gone missing during transit from Corellia to Coruscant for an impromptu meeting with an Imperial representative. We have queried Eastport officials on Coruscant and they have no record of any vessel owned by the CEC or Baxxter arriving. We have sent out inquiries to spaceports across the galaxy, and are waiting for responses from some of the more remote planets." A reporter's voice barges in, "Chief, do you think a crime was committed? Could this have been a message from the Fede- err.. Empire? Are there any persons of interest in the case?" "At this time, we do not suspect any foul play, and there are no persons of interest-" A uniformed officer leans over to whisper into the chief's ear, who nods a moment later before turning back to the reporters, "However, we would like to speak with Ephoros Kteis, who we understand left the night previous on some sort of unofficial business to the Outer Rim after putting Baxxter Boggs in charge of the branch. We also have not been able to make contact with him. Our only information with regards to his movements was that a CEC-branded transport was tracked launching yesterday and landed on some sort of unregistered space platform. It also appeared to be so loaded down with some sort of cargo that it barely was able to breach Corellia's atmosphere. If anyone has any information to the whereabouts of Baxxter Boggs or Ephoros Kteis, please get in touch with us. Thank you." The scene slowly fades out.

Recent Changes

Various Updates 08/04/2021
For players: - A variety of early tweaks to the new planet AI system: Crime will not go up as aggressively if you have slightly below neutral public opinion, and military cost has been reduced. A few tweaks to display of information on showplanet, too. - Fixed the bug causing pirates to immediately set crime to 100, and the bug causing there to be 5x more police mobs than intended. - Otherwise non-aggressive mobs (citizens, especially) will no longer randomly join fights in the room except if another copy of the same mob is involved in the fight. For staff: - onSpawned lua triggers on mobs will now fire when the mob is manually invoked or invoked via progs. - You can now redit flags +flagname or redit flags -flagname to set a flag to true or false regardless of the existing value. - rlist aispawn now shows the list of rooms in your currently assigned area which are eligible to spawn AI mobs. They will not spawn in rooms which are: spacecraft, nofloor, private, player homes, nomob, noai - mpstat, rpstat, and opstat will show at the end if the thing has a lua prog set, and you can use (m/o/p)pstat <thing> lprog to view the prog.

New Planetary Support System: Part 2
(Continued from previous change post...) HOW TO AFFECT PUBLIC OPINION, MILITARY SUPPORT Crime rate: Goes up when public opinion is low. Goes down when military presence is high. When high, reduces income from the planet due to embezzlement. Crime can be a compounding factor; when high, it also causes public opinion to drop and causes military presence to drop more quickly, leading to more crime, etc. Police: One police will spawn for every 5 points of military presence. Police mobs perform law enforcement as usual, but are also targets for enemy clans who want to reduce your military presence. Killing police mobs will reduce their clan's presence and increase that of the clan killing them. Commercial activity: Lawful activity (buying from shops, buying/selling cargo) will improve the opinion of the current government and the clan performing the activities, if any. Trafficking: On the other hand, trafficking will increase the crime rating, having no effect on public opinion. Taxes: Planets now result in noticeable income for their clans, reported each hour along with wages. The tax rate affects public opinion of the current government: Less than 10% will make them happier, more than 20% will make them angry. Military Funding: The police and military levels have been consolidated into this one number, which represents the target military presence of the current government. Military presence will move toward this goal gradually over time, but can be overpowered by high crime or enemy activity. This is also a significant cost in running the planet. Killing Citizens: Raises crime, raises military presence for the clan who did it, but also drops public opinion of that clan substantially. Evil clans might use this to speed up planet captures. Bombardment: Killing citizens on steroids. Substantial increase in your military presence and reduction of the current clan's, but planets (even the ones you're not bombarding) really won't like this. Great for evil empires who don't care about what people think. Blockade: Gradually raises your military presence and lowers the current owner's. For clans not flagged as "greater good", it also lowers public opinion of your clan. Orbital pirates: While pirates are in orbit, the crime rating will go up quickly and the current government's military presence will drop. Bribe: Bribing police will make them despawn and increase the crime rate. Bribing citizens will raise public opinion of your clan (5000 credits for maximum effect) and also make them despawn. (* This means you'll need to work on public opinion over a longer period of time rather than finding one citizen and spamming a skill on them.) Propaganda: Now takes two arguments: propaganda for/against <clan>. Raises or lowers public opinion appropriately, and also makes the citizen despawn. Inspirecrime: Raises the crime rating substantially, requires a citizen to be present, and also causes them to despawn. HOW TO VIEW PUBLIC OPINION, MILITARY SUPPORT Smalltalk: Rather than affecting support, smalltalk now tells you a bit about a random government. Past leadership levels 50 and 100, more detail will be shown, with levels 100+ seeing numbers and contributing factors to public opinion. Showplanet <planet>: At the end of showplanet, members of the current government's clan will now see a breakdown of planetary income, which is now calculated monthly. There are diminishing returns for owning too many planets, represented here as "Administrative Overhead". When a planet is eligible for capture by your clan, it will now tell you in this command. Showplanet <planet> ai: This view now shows approximate public opinion and military support for all governments, as well as whether military presence and crime rate are rising or falling passively. (more minuses or pluses means it's moving faster) This does not represent one-time actions (killing police, etc), but does include sustained actions like blockades.

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