Compared to Ore prices, it still doesn't compete. The system is still being worked on, however, and this is just the preliminary changes and testing for a potential larger scale overhaul in the future. A step in the right direction for certain. Much appreciated for this subtle change.
I still think it would be cool to see Unstable Jump holes more often with the chance to blow your ship up when you travel through them. A potential shortcut to cut the time but with a very large risk of losing your entire haul. Just a suggestion.
~Leo
(06-04-2022, 05:42 PM)SeaFalcon Wrote:
(06-04-2022, 05:36 PM)Toaster Wrote: Just earned ~20 million credits dropping off 110 VIPs on Malta. Would've been more if I hadn't gimped my cargo capacity with a speedy engine. Seems pretty fair to me.
Edit: I think your math might have taken a wrong turn somewhere, Seafalcon.
Buy 110 VIPs for 41.250 = 4.537.500
Sell 110 VIPs for 107613 = 11.837.430
Total profit = 7.299.930
Unless FLStats is borked because of some server side stuff?
Those sound like the old values. Are you online or on the single player mode? Single player was showing the older prices.
The Starlight Resource Consortium is on Elite Dangerous doing Trading, Exploring, & Bounty Hunting! PM me for information!
Jump holes as they are now are not a shortcut at all. Maybe if we had a system akin to Puerto Rico on the way to Malta...
(06-04-2022, 04:55 PM)Zentor Wrote: Not everyone is able to smuggle with a partner due to various reasons, but yes that was what I did most recently. Just want to give a go to freighter specific gameplay, rather than just as a ferry.
Then they can make use one of the many many quasi-lawful POB-s that exist around Liberty / in the IWs. I still don't see why this is a problem. And it doesn't make a lot of sense in RP either... Unless Malta was linked by unstable Jump holes only. Bigger ship -> better in travelling long routes than smaller ship.
(06-04-2022, 05:42 PM)Leo Wrote: Compared to Ore prices, it still doesn't compete. The system is still being worked on, however, and this is just the preliminary changes and testing for a potential larger scale overhaul in the future. A step in the right direction for certain. Much appreciated for this subtle change.
I still think it would be cool to see Unstable Jump holes more often with the chance to blow your ship up when you travel through them. A potential shortcut to cut the time but with a very large risk of losing your entire haul. Just a suggestion.
~Leo
[...]
Pretty sure I refreshed the Stats but I guess it didn't reload the files correctly then...
Edit:
FLStats isn't showing the correct numbers, yes so it is 20mill to ship those kidnapped folk to Malta.
That seems to be more fair.
Now for a decent route back. Cardie prices need a complete revamp by the looks of things.
(06-04-2022, 05:43 PM)LuckyOne Wrote: Jump holes as they are now are not a shortcut at all. Maybe if we had a system akin to Puerto Rico on the way to Malta...
Aye, that's what I mean. A shortcut that might cut two systems out of your journey but it takes you through a radioactive cloud of debris or a system infested with Nomads or Wilde plus the jump holes are unstable so they can blow you up but it saves you time. A bit of an option to save some time but at great risk.
~Leo
The Starlight Resource Consortium is on Elite Dangerous doing Trading, Exploring, & Bounty Hunting! PM me for information!
(06-04-2022, 05:36 PM)Toaster Wrote: Just earned ~20 million credits dropping off 110 VIPs on Malta. Would've been more if I hadn't gimped my cargo capacity with a speedy engine. Seems pretty fair to me.
Edit: I think your math might have taken a wrong turn somewhere, Seafalcon.
Buy 110 VIPs for 41.250 = 4.537.500
Sell 110 VIPs for 107613 = 11.837.430
Total profit = 7.299.930
Unless FLStats is borked because of some server side stuff?
Definitely got the wrong values. Purchase is ~80k each, sale is ~260k each.
(06-04-2022, 05:36 PM)Toaster Wrote: Just earned ~20 million credits dropping off 110 VIPs on Malta. Would've been more if I hadn't gimped my cargo capacity with a speedy engine. Seems pretty fair to me.
Edit: I think your math might have taken a wrong turn somewhere, Seafalcon.
Buy 110 VIPs for 41.250 = 4.537.500
Sell 110 VIPs for 107613 = 11.837.430
Total profit = 7.299.930
Unless FLStats is borked because of some server side stuff?
Definitely got the wrong values. Purchase is ~80k each, sale is ~260k each.
Edited yeah, FLStats isn't picking up the correct values.
So, basically up to about 26 million credits profit if you don't pick neither engine or a larger armor.. for about 22ish minutes of flight. Return routes are rather horrible due to freighters being freighters.
I think such routes can be really appealing if you have stuff going back to Manhattan's FL landing site from either sellpoint for VIPs.
Perhaps:
- Malta: Concealed Inhalator kit (like sell fancy & easily concealed inhalators to Liberty's rich)
- Crete: Custom Tailored Showcases (Made just for your specific Artifact to look even better in your living room!)
- Coalition: Perhaps a specific version of Volvograd Ordinances? The heck do I know...
But please don't go for generic "XYZ version of Artifacts or Cardamine" here.
(06-04-2022, 07:14 PM)Emperor Tekagi Wrote: Return routes are rather horrible due to freighters being freighters.
I think such routes can be really appealing if you have stuff going back to Manhattan's FL landing site from either sellpoint for VIPs
I think adding the bonus through plugin to cardamine and artifacts on the atmospheric entry point to freighters only could be somewhat a solution or at least a decent placeholder for the time being.