Hi fellas what/wheres the best place on the KDF side to farm contraband. Since the walls fell for sector space, it must be me but i've been seeing a lack of disable freighter doff missions, I've been hanging near New Romulus, DS9/Mining asteroid and Sol systems.
If you farm the "regions" that approximate the old sector blocks, you should do fine. It might take you one or two tries to formulate a "route" that satisfies you.
There's a recent post in this forum that outlines this and links the regions:
I should really read before I post. I just cruise around until something pops up in an area for marauding. Doesn't seem to take too long to find a few ships to board in Romulan space.
FYI, check each and every sector and, make sure you use current map AND first officer + tactical as well, as these will bring up missions for gaining contraband/commodities/loot + prisoners 99.9% of the time.
Tactical dept head, is also the major source of schematics and labor force missions, as well as extract intel officer missions [have gotten some good VR doffs this way].
FYI, check each and every sector and, make sure you use current map AND first officer + tactical as well, as these will bring up missions for gaining contraband/commodities/loot + prisoners 99.9% of the time.
Tactical dept head, is also the major source of schematics and labor force missions, as well as extract intel officer missions [have gotten some good VR doffs this way].
This is what I've found. Go out into sector space and then move along to where the old sectors were and check everything mentioned above
Like others have said, check both the current map as well as your First Officer and Tactical Dep Heads for the Marauder & Military tabs. I also recommend the Operations Officer as well and will explain why below.
You want to multi-task your routes. Use exploration clusters along with your Military DOFF tab (Forced Labor camps) not only to offload prisoners for extra dilithium, but also to offload extra colonists you aren't using to advance those clusters. The exploration tab in the Ops Dept Head menu will also give you the chance to grab a handful of Colonists as well. Try to save the colonists that DON'T have Aggressive/Unruly traits for advancing your cluster chain missions. You can shunt the prisoners off to the sec officer but the disaster rate is atrocious. All of this adds up to extra dil to round out your contraband turns ins. The military tab also has the Fugitive Network mission which not only nets contraband but also a dominion prisoner on a crit which you can exchange for a blue/purple DOFF in the DS9/Cardi sectors when the mission pops in the Recruitment section of the current map missions.
Strap a Borg/MACO engine on your ship aft (or use that Subspace fold clicky power from the old Dyson event ships until you get fed up and buy a Borg Engine anyways), throw some points into Driver coil and get to flying and clicking.
I usually head From Quonos and hit the nearby clusters (finish T'ong for the yummy Sec Officers) then head up to Romulus then work my way down to Drozana and dip into the bottom right corner before heading up to Celes. I then head over to the one cluster on the alpha/beta Q border then head into the beta Q. If I have a dominion prisoner, I start keeping an eye out for the mission popping on the Alpha Q map while I hit the bottom 2 lines on my way to Zenas expanse. Once I tag that, I head back to DS9 and park the cap there for the security officer turn in. Then later, I do the exact same thing only in reverse until I turn in at the Q'onos Sec Officer.
Get all the 45 minute marauder missions but be aware that there are 6-8 hour variations of the missions in Alpha Q . For strictly contraband, you want refinery, photonics, mining colony (generic/faction only, not species named), stations (not vulcan), depots, etc. Rule of thumb is to check rewards...top 'Special item' should be 2. For Freighters go for everything but Vulcan with the priority being Ferengi because of the extra yield. On the other side, avoid the Ferengi Trading Post. Keep an eye out for Salvage Battle Wreckage From Skirmish and Strike Against Fugitive Network. Avoid species named colonies/structures as they don't give any contra unless you're just looking for prisoners.
Mind is frazzled at the moment so posters are free to fill in missing gaps or correct my errors. lol I have 2 KDF caps that do this together (over a half-hour total if I'm not busy yapping in Sector or Channels. lol) and they supply multiple contraband turn-ins for all 5 of my captains. And DON'T forget to check the personal tab of EVERY Captain you have for to snatch some contraband from your personnel. It all adds up. Good luck.
Strap a Borg/MACO engine on your ship aft (or use that Subspace fold clicky power from the old Dyson event ships until you get fed up and buy a Borg Engine anyways), throw some points into Driver coil and get to flying and clicking.
you can use both actually... Subspace fold is a clicky power you get from... I think it's a warp/sing core, not sure. I know one of my Romulans uses it.
Comments
There's a recent post in this forum that outlines this and links the regions:
http://sto-forum.perfectworld.com/showthread.php?t=1436951
The-Grand-Nagus
Join Date: Sep 2008
Tactical dept head, is also the major source of schematics and labor force missions, as well as extract intel officer missions [have gotten some good VR doffs this way].
Praetor of the -RTS- Romulan Tal Shiar fleet!
This is what I've found. Go out into sector space and then move along to where the old sectors were and check everything mentioned above
You want to multi-task your routes. Use exploration clusters along with your Military DOFF tab (Forced Labor camps) not only to offload prisoners for extra dilithium, but also to offload extra colonists you aren't using to advance those clusters. The exploration tab in the Ops Dept Head menu will also give you the chance to grab a handful of Colonists as well. Try to save the colonists that DON'T have Aggressive/Unruly traits for advancing your cluster chain missions. You can shunt the prisoners off to the sec officer but the disaster rate is atrocious. All of this adds up to extra dil to round out your contraband turns ins. The military tab also has the Fugitive Network mission which not only nets contraband but also a dominion prisoner on a crit which you can exchange for a blue/purple DOFF in the DS9/Cardi sectors when the mission pops in the Recruitment section of the current map missions.
Strap a Borg/MACO engine on your ship aft (or use that Subspace fold clicky power from the old Dyson event ships until you get fed up and buy a Borg Engine anyways), throw some points into Driver coil and get to flying and clicking.
I usually head From Quonos and hit the nearby clusters (finish T'ong for the yummy Sec Officers) then head up to Romulus then work my way down to Drozana and dip into the bottom right corner before heading up to Celes. I then head over to the one cluster on the alpha/beta Q border then head into the beta Q. If I have a dominion prisoner, I start keeping an eye out for the mission popping on the Alpha Q map while I hit the bottom 2 lines on my way to Zenas expanse. Once I tag that, I head back to DS9 and park the cap there for the security officer turn in. Then later, I do the exact same thing only in reverse until I turn in at the Q'onos Sec Officer.
Get all the 45 minute marauder missions but be aware that there are 6-8 hour variations of the missions in Alpha Q . For strictly contraband, you want refinery, photonics, mining colony (generic/faction only, not species named), stations (not vulcan), depots, etc. Rule of thumb is to check rewards...top 'Special item' should be 2. For Freighters go for everything but Vulcan with the priority being Ferengi because of the extra yield. On the other side, avoid the Ferengi Trading Post. Keep an eye out for Salvage Battle Wreckage From Skirmish and Strike Against Fugitive Network. Avoid species named colonies/structures as they don't give any contra unless you're just looking for prisoners.
Mind is frazzled at the moment so posters are free to fill in missing gaps or correct my errors. lol I have 2 KDF caps that do this together (over a half-hour total if I'm not busy yapping in Sector or Channels. lol) and they supply multiple contraband turn-ins for all 5 of my captains. And DON'T forget to check the personal tab of EVERY Captain you have for to snatch some contraband from your personnel. It all adds up. Good luck.
My character Tsin'xing