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strategy:financial_investment [2020/07/31 21:46] – [Financial Investment] andrew | strategy:financial_investment [2024/08/08 21:22] (current) – [Vault Access Card] andrew |
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Upgrading an agent's Anarchy skill is therefore not good as a purely financial investment, but can be worth it so that the agent can also use [[:items:]] with an Anarchy skill level requirement, such as [[:items:Buster Chips]] or [[:items:Paralyzers]]. Investments in Anarchy\ 3 and 4 are better if you choose [[:missions:Chief Financial Suite]] missions, where the [[:guards:Financial Executive]] has many more credits to steal than typical guards; and an investment in Anarchy\ 5 is also better if you steal [[:items:Charge Packs]] or [[:items:Med Gels]] to use them rather than sell them, and you otherwise would be buying them. | Upgrading an agent's Anarchy skill is therefore not good as a purely financial investment, but can be worth it so that the agent can also use [[:items:]] with an Anarchy skill level requirement, such as [[:items:Buster Chips]] or [[:items:Paralyzers]]. Investments in Anarchy\ 3 and 4 are better if you choose [[:missions:Chief Financial Suite]] missions, where the [[:guards:Financial Executive]] has many more credits to steal than typical guards; and an investment in Anarchy\ 5 is also better if you steal [[:items:Charge Packs]] or [[:items:Med Gels]] to use them rather than sell them, and you otherwise would be buying them. |
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If you do not already have an agent with Anarchy 2, then upgrading to Anarchy 3 is more expensive and takes even longer to pay off; if you have more than one agent with an Anarchy 2 or higher, then it is financially best to upgrade just one of them, and use that agent to steal. | If you do not already have an agent with Anarchy\ 2, then upgrading to Anarchy\ 3 is more expensive and takes even longer to pay off; if you have more than one agent with Anarchy\ 2 or higher, then it is financially best to upgrade just one of them, and use that agent to steal. |
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===== Econ Chip ===== | ===== Econ Chip ===== |
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Having a Vault Access Card to loot the inner vault is worth an extra 800--1100\ credits in [[:modes:Beginner]] or [[:modes:Experienced]] modes, or 600--825\ credits in [[:modes:Expert]] or [[:modes:Expert Plus]] modes, compared to just looting the outer vault. Therefore, if there is a Vault mission on the [[:world map]] already, then the Vault Access Card takes 0.4 or 0.6 missions respectively to pay for itself; this is one of the best possible financial investments in the game. If there is no Vault on the world map then it may take a few missions to find one, but buying the Vault Access Card is still generally a good investment, although it is a much higher-variance one than most other investments. | Having a Vault Access Card to loot the inner vault is worth an extra 800--1100\ credits in [[:modes:Beginner]] or [[:modes:Experienced]] modes, or 600--825\ credits in [[:modes:Expert]] or [[:modes:Expert Plus]] modes, compared to just looting the outer vault. Therefore, if there is a Vault mission on the [[:world map]] already, then the Vault Access Card takes 0.4 or 0.6 missions respectively to pay for itself; this is one of the best possible financial investments in the game. If there is no Vault on the world map then it may take a few missions to find one, but buying the Vault Access Card is still generally a good investment, although it is a much higher-variance one than most other investments. |
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| In [[:modes:Custom]] game modes with a 0.5 credit multiplier, such as [[:modes:expert_plus_plus|Expert++]], the value of looting an inner vault is 400--550\ credits. In this case the investment barely makes a profit on average, and usually isn't worth it. |
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The Vault Access Card can alternatively be used in a [[:missions:Cybernetics Lab]] mission, but buying it for this purpose is not a financial investment. | The Vault Access Card can alternatively be used in a [[:missions:Cybernetics Lab]] mission, but buying it for this purpose is not a financial investment. |