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Contacts are the power-players and people of note you've encountered in your career. Gun runners, gang leaders, shady corporate executives, Bravestar officers, and more.
Contacts can offer missions and provide services (e.g. medical treatment and cybersurgery, selling weapons and armor, purchasing stolen files), with increasing benefit depending on their Influence and Power Level.
Contact Attributes[edit | edit source]
Power Level[edit | edit source]
Personal level of development. This is a real number which appears to range from 1.0 to 7.0. Comparing this number between two contacts will generally give you an idea of which is more important; for example, street level contacts may be rated 2.0 or less, while corporate vice presidents may be rated 7.0. It does not correlate to your team's power level; some contacts that you start with have power level 6.0, while some late game contacts may have power level 1.0. It also does not correlate directly to the level of services they offer; as a contact gets higher levels of service, their power level does not necessarily increase.
Power Level is a limit on stories they can appear in, new services they can gain via Power Play, and resistance to Exposure. A Contact's Power Level generally increases for each successful mission performed for them. There may be other factors which are hidden inside the game.
Influence[edit | edit source]
Influence is rated on a 100% scale in 10% increments; so one contact may have 60% influence and another may have 90%. The in-game effect of this is not known. However, when a contact has high influence, over 60%, they may randomly be chosen for an "influence break" which is a promotion.
During an influence break for a friendly contact, the game will present a dialog box where you may choose which type of promotion they get. For example, you may be offered a choice between having the contact sell higher level gear, or giving a temporary 20% increase in the reward for their missions. If you have favors with the contact, you may trade in favors for additional choices; but sometimes a contact may have no additional choices and the favor is wasted. After the break, their influence decreases by some amount, affected by a number of internal hidden factors.
There are two known ways for players to increase influence of a contact: by selling accounts, and by running missions. Currently if a contact is interested in buying a particular account, and it is "epic" quality (purple) selling it to them gives them +10% influence. Similarly selling a legendary account gives them +20% influence. This is one critical method to help "level up" contacts to offer better services. Most missions that you run for a contact will increase their influence as well. There may be other hidden mechanisms that affect influence.
Exposure[edit | edit source]
Exposure is the flip side of influence. As bad things happen to a contact, their exposure increases; when a contact has high exposure, over 60%, they may randomly be chosen for an "exposure break" which is a demotion. Contacts can lose access to items they used to sell.
During an exposure break for a friendly contact, you may choose which type of demotion they get, parallel to the discussion of influence breaks above.
There are two known ways for contacts to get increased exposure. If a contact offers a mission and you let it "time out" their exposure will increase. Contacts directly or indirectly targeted by missions you take may also get increased exposure. If a mission directly targets a contact, they will get exposure. When you run a mission against a faction, there is a fair chance that a contact in that faction will gain exposure. A pool of 25 contacts is allocated, any contacts considered "in your sphere" is given a seat in this pool. a roll is made (4% each) that they may gain +10% exposure. if an empty seat is rolled, the Exposure is lost to the ether.
Trust[edit | edit source]
Trust is rated as a positive or negative percentage. For example, a contact who hates one of your team members may have a trust of -40. A contact who likes one of your team, and for whom you have run many missions, may have a trust of +40.
Currently there is no known in-game effect of this.
Trust is raised by taking missions for the contact. It is likely that failing to take a mission, that is allowing it to "time out" of the timeline, will reduce trust.
Favors[edit | edit source]
Contacts can owe your Knight some number of favors. Favors can be used to unlock leverage options on missions, or be exchanged for goods worth up to a certain amount depending on the contact.
Favors can be earned:
- as a reward for completing missions or optional objectives
- by selling something of particular value to the contact
- by having contacts with traits like 'Under our Thumb' or 'Indebted' which will generate X number of contacts each month
To some extent, a favor can be viewed as a "gold bar" which is worth a lot of currency. This is not an exact analogy. Each contact's favor is equivalent to a certain amount of currency; for example, a favor for a lower level contact may be worth $20K, while a powerful contact's favor may be equivalent to $100K. If you want to sell something to the contact, sometimes the contact will offer to purchase for the equivalent in favors. If their favor is worth $50k and you sell an item worth $200k, they may offer *either* 4 favors or $200k cash. This works similarly for buying some items.
Favors can also be used to make choices for how the contact levels up during an influence break as described above.
Obligations[edit | edit source]
Obligations are the inverse of favors and may be called in by the contacts to force the player to do something or greatly damage the relationship.
Contact Details[edit | edit source]
Each contact has a name, class, faction, and a number of tags.
Contact classes[edit | edit source]
TODO. There are a relatively small number of classes. We believe (based on previous TB games) that each class will definitely offer certain services, but additional services and cost changes may be added by tags; so there is no fixed list of which services will be offered by a given contact. Hopefully the dev team will produce a reference page for this.
Here are the known class names: biotech researcher, club owner, collector, corp citizen, corp splicer, corp vp, detective, district captain, doper, drug runner, fixer, gang boss, gun runner, hover operator, moneylender, overboss, sector commander, security, streetdoc, syndi boss, syndi financier, syndi soldier, vudu doc, wireghost
Contact factions[edit | edit source]
There is a relationship between the faction a contact belongs to, and the types of leverage they may offer. Details of this are not yet well known. For example, in some missions, one contact may offer a "gang disruption" to delay a sec level increase. This appears to be limited to certain contact classes combined with certain factions. In the future the page to select leverage may show more information about why a particular leverage is not available; we can hope that future improvements to the contact page will make this more obvious.
Here are the known faction names: arrowhead, blue ox, brave star, d-street cartel, indie, los zagales, matsumoto, mckellen industries, que mileu, ultratek, warner-braun
Contact tags[edit | edit source]
TODO. Each contact can have any number of tags. Hopefully the dev team will produce a reference page for this.
Known contacts[edit | edit source]
Here is a player generated reference page of the known contacts.