Trafficking
still prob want to keep sell prices around ~$44 if you want to keep lab strat on roughly the same tier as junkie strat
but yes the trafficking is super strong with a $20 profit range
you could in the original but it also had a exploit where it would change slightly if you bought or sold to it
For instance you would buy Acid for $32 it would go up to $33 you did this a few times and with 1 left you could sell for ~$34 each
so Nearly fill coat, buy 1, buy 1, buy 1, sell all for profit, change dealer repeat
this ended up being fixed cause you would make about ~$2m per token but also never really grow in worth so the credits for theft ended being super cheap
In the end there was still a traffic strat but would require getting lucky with dealer changes for $1 per and sometimes have to do multiple dealer swaps making it less effective
I ran two accounts side-by-side to test this. Account 1 spent ~5 tokens on travel and did ~15 trades. Account 2 spent zero tokens on trading — pure ops, only traveled once at the end to clear pockets.
Result: the pure ops account ended with slightly higher net worth, more cash, more guns, more vests, and a bigger lab. Every token on travel is a token not spent expanding your lab or recruiting junkies.
The math just does not favor trading unless the spread gets way wider. A single token on lab expansion produces hundreds of drugs worth thousands via the junkie pipeline. A single token on travel gets you 5 trades worth maybe $10-15 total profit.
just ran pure ops on both rooms. trading margins are a joke, $2-3 per unit when my lab is printing 300+ crack per token. the only time i travel is to dump inventory.
if trafficking is giving $20+ spreads thats clearly busted compared to the ops path. either nerf trafficking or buff trade prices so its actually a choice

