Post by Benzo on Oct 23, 2016 17:58:59 GMT -4
Welcome to Rogue Operations.
Even as agents of AGE battle drug lords and black market smugglers, some within our very HQ are managing and making profit off these illegal activities. Here, you will learn how to take command of one of these circuits, and how to profit off of it.
To purchase a Compound, simply read through this document and send your request to B. via private message.
Owning a Compound
Upon purchasing and designing a compound a contract will be added to the AGE database for your very outpost. However, due to the nature of purchasing a compound, your ties to this contract will be completely anonymous to other agents. Each 24 hour period your contract is posted without being claimed will earn you a small chunk of monetary gain. If the agent who accepts your contract fails to complete it, your compound will be erased, though you will earn double the cost of creating it.
If, however, an agent is able to successfully complete a contract on your compound, it will be erased, and you will earn only a portion of the cost, as well as a small portion of the agent's award.
Compound Types
This is the type of compound you will be managing, and how you will be making a profit. Each type of compound has it's own pros and cons, so choose wisely.
1) Weapon Smuggling - 20% discount on Emporium weapon purchases while compound is active.
2) Drug Cartel - 25% Bonus on any credit gain while compound is active.
3) Illegal Weapon Research - Awards one random item from the Emporium every 24 hours.
Compound Size Chart
This selection when designing your compound determines the approx. number of guards any agent will run across when completing your contract, as well as the general difficulty.
Small - 5 ¢r
Medium - 8 ¢r
Large - 10 ¢r
Purchasable Addons
Just as it sounds like, these are extra addons you can purchase to help make sure any contract taken on your compound results in failure. *Please note that any purchases made in this section do NOT add to the payout resulting in contract failure.
1) Extra Bodyguards - 3 ¢r - Gives your manager and the contract's target extra on-hand protection staff.
2) Heavier Weaponry - 3 ¢r - Gives guards in your compound heavier weapons.
3) Attack Hounds - 2 ¢r - Gives your compound a small pack of hounds trained to sniff our field operatives.
Purchasing a Compound
As mentioned before, simply send B. a private message with your order to obtain a compound for yourself. To request an order, copy and past the sheet below into your private message.
Compound Location:
Compound Manager:
Compound Type:
Compound Size:
Compound Addons: Optional*
Even as agents of AGE battle drug lords and black market smugglers, some within our very HQ are managing and making profit off these illegal activities. Here, you will learn how to take command of one of these circuits, and how to profit off of it.
To purchase a Compound, simply read through this document and send your request to B. via private message.
Owning a Compound
Upon purchasing and designing a compound a contract will be added to the AGE database for your very outpost. However, due to the nature of purchasing a compound, your ties to this contract will be completely anonymous to other agents. Each 24 hour period your contract is posted without being claimed will earn you a small chunk of monetary gain. If the agent who accepts your contract fails to complete it, your compound will be erased, though you will earn double the cost of creating it.
If, however, an agent is able to successfully complete a contract on your compound, it will be erased, and you will earn only a portion of the cost, as well as a small portion of the agent's award.
Compound Types
This is the type of compound you will be managing, and how you will be making a profit. Each type of compound has it's own pros and cons, so choose wisely.
1) Weapon Smuggling - 20% discount on Emporium weapon purchases while compound is active.
2) Drug Cartel - 25% Bonus on any credit gain while compound is active.
3) Illegal Weapon Research - Awards one random item from the Emporium every 24 hours.
Compound Size Chart
This selection when designing your compound determines the approx. number of guards any agent will run across when completing your contract, as well as the general difficulty.
Small - 5 ¢r
Medium - 8 ¢r
Large - 10 ¢r
Purchasable Addons
Just as it sounds like, these are extra addons you can purchase to help make sure any contract taken on your compound results in failure. *Please note that any purchases made in this section do NOT add to the payout resulting in contract failure.
1) Extra Bodyguards - 3 ¢r - Gives your manager and the contract's target extra on-hand protection staff.
2) Heavier Weaponry - 3 ¢r - Gives guards in your compound heavier weapons.
3) Attack Hounds - 2 ¢r - Gives your compound a small pack of hounds trained to sniff our field operatives.
Purchasing a Compound
As mentioned before, simply send B. a private message with your order to obtain a compound for yourself. To request an order, copy and past the sheet below into your private message.
Compound Location:
Compound Manager:
Compound Type:
Compound Size:
Compound Addons: Optional*