Building a criminal empire is way easier than it should be in . There are a wide range of crimes players can commit, ranging from petty theft to first-degree murder. But for every crime, there's a punishment, typically following the usual Bethesda RPG formula of paying a fine and forfeiting all stolen goods, going to jail, or running away and likely dying in the ensuing battle.
The punishments might sound severe, and they often are, but there are too many easy ways around them. There are many tricks that can be used to literally get away with murder, and most of them aren't even that hard to pull off. Crime does pay in, and in the end, the millions of credits players can earn from their dirty deeds greatly outweigh the risks.
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Stealing is a snap in, and it's far too easy to turn a profit from stolen goods. As is the standard in Bethesda RPGs, most legit vendors won't deal in dirty money, and players are encouraged to sell their plunder at dedicated fences. In order to access them, players would normally have to join a Thieves' Guild and progress in its quest line. But in, automated Trade Authority kiosks will buy any and all stolen goods, no questions asked.
Now, Trade Authority kiosks aren't perfect. They may offer less money for certain items, and they may not have enough credits in stock to clear out an inventory full of ill-gotten gains. And of course, if a player wants to keep something they stole, like a custom weapon or piece of armor, the option to sell it does them no good. Even if they weren't detected when stealing it, they're at risk of having to give it up if they're ever caught for another crime. However, there's an easy way to launder stolen goods
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