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Firefly: The Game» Forums » Strategy

Subject: Only take Crime Jobs? rss

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Bob Jenkins
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Seems to me like you get several more actions per game if you prefer to do crime over delivery jobs.

Let's say you wish to take delivery jobs. There are three types: shipping, transport, and smuggling.

In order to begin a delivery job (with the exception of the 3 initial game setup contact cards you may or may not have kept in your inactive pile) you would have to take a minimum of 5 actions.

Actions
1. Deal - obtain contact card
2. Fly - move to the pick location
3. Work - pickup/load stuff
4. Fly - move to the drop off location
5. Work - drop off/unload stuff


If you prefer to do Crime you only need to take a minimum of 3 Actions

Actions
1. Deal - obtain contact card
2. Fly - move to the target location
3. Work - Misbehave and hopefully get paid.



 
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George Krubski
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In the core game, Crime is indeed king. In many cases, if you're not working Crime, you're playing to lose.

This dynamic changes fairly significantly in the "full board" game, where Smuggling and Legal work become much more viable (and also take up a somewhat larger share of jobs). Transport Jobs always remain a sucker bet, in my opinion, and the province of the desperate.

One thing to keep in mind with Crime, though, is that it requires Misbehaves. To succeed regularly, you need a solid Crew, which means that, yes, you can save time doing Crime, but you lose time early on building up your Crew. You can get to Legal Jobs very quickly without building up. In the long run, you will make much more money with Crime... but you also need to pay your Crew, so those profit margins go down.

In the core game, Smuggling and Illegal Transport exist in a strange state, where they still require Misbehaves -- admittedly, fewer -- but generally pay out less. To me, it's a mistake to think "This Job has only 1 Misbehave and that one has 3 so this one is easier," because you can still pull a bad card. Yes, the more cards you draw, the more likely for it to happen, but it can still be a huge risk.

BLUE SUN and KALIDASA add a number of options to make Smuggling, in particular, more profitable and easier. Personally, I still prefer Crime, but the margin isn't quite as wide as it used to be.
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Carl Bussema
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Lansing
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Depending on how far apart the planets are, any of the pickup/deliver type jobs have a significant extra cost in flight, especially if you don't have a high tech skill and/or a lot of spare parts. Repeated unlucky draws from the deck(s) to get breakdowns or other flight-stopping cards can set you back almost as badly as a failed misbehave, although usually without the risk of warrant. If you get really unlucky you could wind up drifting without fuel (but you should really just assume you're going to get unlucky and pack extra fuel and/or parts if you can afford the space).

Look for crew that pay bonuses based on the type of job and/or jobs that pay bonuses based on the type of crew, and try to find way to overlap if you're going to be travelling a lot; do 2 pickups at the same place or near each other, maybe another on the way to or at one of the deliver destinations. It's a game of action efficiency, and those crime bosses, if they get going, can really rake in the cash quickly since they need maybe 2.5 actions per job if the nav decks don't interfere (deal to get job: 0.5 assuming you keep 2; fly to destination: 1 (sometimes 2 or even 3, so average might be more like 1.2); work to complete: 1. Where as any pickup/deliver is (deal: 0.5; fly to pickup: 1; work to pickup: 1; fly to destination: 1; work to deliver: 1 = 4.5). If you cut out some of those fly actions by getting jobs on the same planet, and time your turns so you can (turn 1: fly in -> work to pickup job 1), (turn 2: work to pickup job 2 -> fly out) you start to make up some of that action efficiency.
 
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