Situated just south of beautiful Planet Curacao in the Cortez system, Oceana Shipping Platform's services are open to anyone with good standing with Gateway Shipping Incorporated. Clients are required, at all times, to obey the laws of the three signatories of the Treaty of Curacao; namely Bretonia, Liberty, and the Crayter Republic.
Oceana's commercial sector consists of three departments:
Pristine Ice storage, purchase, and sale
Trade of selected commodities
Manufacturing of Docking Modules, Cloak Disruptors, and Hyperspace Scanners/Matrices.
I am Olson Carrick, Director of Oceana Shipping Platform and Gateway Security. We look forward to welcoming you at our station to do business with you.
♦ Mining
Pristine Ice is best mined 11k above the ecliptic plane, at about 22k from Oceana, in sector 5D.
DSE Rhino freighters with Light Mining Arrays in slots 4-8 are ideally suited to mine the ice at optimal speed, extracting about 5k ice in the time it takes a transport to travel from the ice field to Oceana and back, leaving the the ice drifting in space, ready to be tractored in by the transport on arrival.
Miners who prefer working alone can alternatively use a DSE Hegemon Asteroid Miner with Heavy Mining Arrays in slots 1-4, and use its cargo space to haul ice to Oceana itself, albeit with lower profit and efficiency than a team.
Rhinos are available on Planet Manhattan, and Hegemon Asteroid Miners on Planet London, Planet Pittsburgh (New York), and Valley Forge Flight School (Pennsylvania).
Our local DSE representatives can provide you with DSE IDs and mining arrays if needed.
♦ Ice Mining vs Trading Profits
Oceana Shipping Platform currently buys and sells Pristine Ice for 3000 credits per unit.
This leads to a profit of 83299 c/s for a Mining Freighter + 5k Transport duo working together (41600 c/s each if they split equally) selling their ice to Oceana.
A Hegemon Asteroid Miner working alone will make 24800 c/s because of smaller cargo and slower mining.
5k Transports buying Pristine Ice from Oceana and shipping it to Nauru in Omicron Delta make 32900 c/s on the one way trip. Similar profit on the way back is made by buying Iridium Ore and selling it to Sabah Shipyard in Coronado.
5k transports who ship the ice to Planet Miura in Okinawa or Planet Metz in Lorraine make 30000 c/s one way.
Non-minable trade commodities rarely go above 12000 c/s profit.
♦ Commodities and Shortest Routes
The following commodities and prices give 5k transports an average of 18000 c/s profit on the 2 way trip to the nearest source. Check which commodities are currently in demand to be consumed (press F9 when docked and scroll down to the factory modules) before you ship them, as only 15k cargo space are reserved for each type.
As an example, the line for Argentium Silver is to be understood as buy Tea from Planet Curacao for 500 credits per unit, go through Manchester, New London, Cambridge, Omega-3 to sell it for 1914 c/u at Freeport 1, ship water from Freeport 1 to Freistadt, and bring Argentium Silver from there back to Oceana along the same systems for a mean profit of 18000 c/s. The route takes about 12 minutes and 30 seconds one way.
♦ Routes from Nauru The following routes give 5k transports a mean credits per second profit mentioned in the c/s column, if first you bring Pristine Ice from Oceana to Nauru (shortest route Manchester, New London, Cambridge, Omega 5, Omega 41, Omicron Gamma, Omicron Kappa), and then follow the listed route to the commodity source and back to Oceana.
MANUFACTURING
Customers interested in buying Docking Modules, Cloak Disruptors, or Hyperspace Scanners can pre-order them here to begin their construction, or directly buy them if there are already any available on the station.
Anyone able to dock on Oceana will be able to contribute to shipping the necessary components making profits described above by the Trade department, and thereby speed up the completion of the order.
♦ Docking Module Functionality
Docking Modules provide a self-contained small space craft service and maintenance bay. Larger vessels can harbor one fighter or bomber to dock to their ship per Docking Module equipped. They take up 5 cargo space and can be mounted on Transports, Liners, Cruisers, Battleships, Dreadnoughts, and Carriers.
To dock to a vessel mounting a Docking Module, the vessel must be standing still and within 200-300 range when pressing dock/F3. The DM carrier will get a notification of a docking request. If the carrier then types /allowdock while having the fighter/bomber selected as target, it will dock instantaneously.
You cannot sell or buy anything to the equipment or commodity vendors when docked on a DM.
When undocking the fighter/bomber will appear near the carrier, even if it has moved between systems. If the carrier docks to any base, the fighter/bomber will appear outside that base when undocking.
If the carrier explodes, the docked snub will spawn 100k below the center of the map.
To remove docked ships from your bays, type /jettisonship <shipname>. Shipname is case sensitive.
20,000 units Industrial Hardware
10,000 units PlasFoam Conduits
10,000 units Robotic Hardware
5,000 units Reinforced Alloys
5,000 units Hull Segments
5,000 units High Performance Alloys
Selling Price: 120 Million Credits
♦ Cloak Disruptor Functionality
Vessels equipped with a Cloak Disruptor are able to uncloak nearby cloaked ships.
All types:
20,000 units Iridium
20,000 units Reinforced Alloys
10,000 units Energy Field Equipment
10,000 units Super Alloys
10,000 units Tungsten
10,000 units Plasmonic Metamaterials
10,000 units Magnetic Superconductors
Selling Price: 370 Million Credits
♦ Hyperspace Survey Module
A Hyperspace Survey Module generates a set of Hyperspace Coordinates that can be used to direct a Hyperspace Jumpdrive towards a certain region in space.
Hyperspace Survey Module Mk I ♦ Cargo Requirement: 800 (+ 600 - 800 for fuel) ♦ Powercore Requirement: 100,000 ♦ Run Time: 100 seconds ♦ Fuel Consumption/s: 6 MOX or 7 H-Fuel/oil or 8 Deuterium/Helium3 ♦ Survey Life: 30 days ♦ Survey Accuracy: 90k
A Hyperspace Matrix deploys a beacon to which any ship equipped with a jump drive can jump to. The precision is approximately 4k distance, and 1 jump drive battery is required to deploy a beacon.
"Jumper" is the ship with a jump drive.
"Caller" is the ship with the Hyperspace Matrix.
Jumper starts charging the jump drive.
When it is at 80% or 90% (depending on the charge speed of the drive), Caller types /beacon.
Then Jumper types "/jumpbeacon Caller" to jump.
The beacon stays active for 1 minute. There is a cooldown of 5 minutes before the next beacon can be deployed.