(06-24-2015, 04:15 PM)Croft Wrote: I've tried my best to accommodate as many illegal items as possible
That's the problem,as you see above you can't make everyone happy(so they all have a nice profit)
You should focus on less of them and maybe put some prices for those who pirate for cargo and may want to sell on your base(it's not smuggling but its still a lucrative unlawful business )
I think your profit calcs based upon the wrong values Hannibal, you need to use Xoria's as Artefact's from Crete to Kagoshima (the closest NPC base to where the Blackmarket one would be) is 17 minutes not 14 using FlComp. Again, I suggest using a single unit of cargo to work out your prices keeping in mind that the base is intended as a mid point so every price is both buy and sell, that is how my prices are calculated.
In regards to buying pirated cargo, I'd happily encourage it but the prices will remain for smuggling as I have no wish to make the base a "jack of all trades" and rob others of the chance.
(06-24-2015, 07:59 PM)Croft Wrote: I think your profit calcs based upon the wrong values Hannibal, you need to use Xoria's as Artefact's from Crete to Kagoshima (the closest NPC base to where the Blackmarket one would be) is 17 minutes not 14 using FlComp. Again, I suggest using a single unit of cargo to work out your prices keeping in mind that the base is intended as a mid point so every price is both buy and sell, that is how my prices are calculated.
In regards to buying pirated cargo, I'd happily encourage it but the prices will remain for smuggling as I have no wish to make the base a "jack of all trades" and rob others of the chance.
21 mins actually i've placed the time from other location,crete and sigma-13,lagos
so that places you at 5 out of 26 profitable,as you mentioned, if the smugglers do use JHs instead of lanes,those last 5 profitable commoditys ain't even worth mention them
EDIT:i do use 'single unit of cargo' but then i need to find out the maxim profit someone can make so i need to multiply it with 4250 cargo which is what we need,not that
People want to believe that God has a plan for them.
They don't wanna believe that anyone else does..
How are they not profitable? You don't lose any credits buying from the base and selling to the final destination, the lowest profit per unit on my charts is 853 and that is for moving Nox from the base in Kyushu to New Tokyo, I honestly don't know how you've managed to get negative figures.
Last night I looked into adding Fugitives to the charts and I'm not certain if they are viable. The route to Gran Canaria passes directly down from Gallia and would require a huge detour to reach Kyushu, the Pittsburgh route is excellent and can easily divert to the base and Toulouse while a tad close for large profits is still reasonable.
The calculations are as follows:
Point of Origin - Evron, Maine: 500
7 Jumps to Kyushu
Base Price: 2700
Total profit per unit: 2200
Pittsburgh
4 jumps
4421 - 2700 = 1721
Toulouse:
2 jumps
3859 - 2700 = 1159
However with only two potential sellpoints and slightly underwhelming returns I'm not sure if there would be much interest. There is always the possibility of altering price but that puts a damper on the tedious trip across Gallia, any suggestions?
Edit: Just noticed I cut off the last paragraph on this.
After a week I've only received feedback from two out of the eight factions I contacted which is not exactly encouraging, I've sent out another wave of messages to the following:
KNF
343
BD
Samura
Come Monday I'll begin on the Gallic side of things, however if folks want to get their feedback in sooner it would be most appreciated and help build a more stable foundation. Please post your feedback here or by PM/skype mentioning which faction you represent. Cheers.
Speaking as respondent of the official faction (343rd) in here:
You idea seems fine, but there is one minor detail that might not work on that.
Quote:Ideally I’d prefer to SRP this base as a core 1 with no upkeep as it would allow it to operate with only minimal dependencies, this is of key importance as the base may become a component in many new smuggling routes which would otherwise collapse should it fail to be supplied.
Core 1 base can be killed without overall roleplay by any faction that would not like it on their way. Be it... Outcasts, Hogosha, Junkers, GRN, KNF or anyone else that operates inside Tau-29.
The core 1 would become an issue should anyone try to destroy the base. To lower the possiblity of it happening I'm hoping to form an understanding between all the concerned factions for the sake of the activty the base would bring. The other possible ways would be either asking for a core 2, which I highly doubt would be passed or hiring factions to protect the base until an upgrade can be completed.