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aeturneus is offline aeturneus
Prince
Edmonton, Canada
Apr 2001
time: 22:15
  Old Post 28-10-2001 09:26 Visit aeturneus's homepage!
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Dan: Turn Errors Support Apolyton buy from Amazon

I got back into the game after being destroyed, 1 day later, but I don't have any turns! Normally, a person gets 400 turns when they get back in after the 1 day delay. Obviously, this didn't happen for me, and since I'm in the middle of a war right now, this leaves me in a huge tactical disadvantage - 400 turns = 300,000 credits in a conservative estimate, so I would ask that if possible you give me, Sower, some turns or some cash

Would really help a lot.

-Aeturneus/Sower

Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

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May 1999
time: 13:15
  Old Post 28-10-2001 09:41
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Yes, not having sufficient turns is a serious bug, yet I don't think you can make 300,000 credits starting with a Scout Marauder.

I also need either some turns and cash, plus one removed from my "turns blown up" record.

aeturneus is offline aeturneus
Prince
Edmonton, Canada
Apr 2001
time: 22:15
  Old Post 28-10-2001 09:48 Visit aeturneus's homepage!
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Urban, I know I can make 300,000 starting from a scout marauder, because I made 400,000 credits starting from a scout marauder just yesterday.

Also, if you want a death removed, shouldn't you explain, with quotes, how the record is wrong? If my calculations are correct, you should have 4-5 deaths at this point, no?

[edit - not to be pompous or anything, just have to keep up the game's accountability]

aeturneus is offline aeturneus
Prince
Edmonton, Canada
Apr 2001
time: 22:15
  Old Post 28-10-2001 11:08 Visit aeturneus's homepage!
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I am not collecting any turns now, except when I am online???? This is pretty problematic... Please fix!

Urban Ranger is offline Urban Ranger
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Exclamation  Old Post 28-10-2001 20:55
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That's highly suspecious, aeturneus. 400,000 credits is 1000 credits per turn. Since you need 2 turns per hop, you can make a maximum number of 200 trades. That's 2000 credits profit you make per trade, and you don't start with full cargo capacity of the scout marauder.

In reality, you can't use up all 400 turns for trade since you have to spend turns moving in between. So I reckon you have maximum 350 turns to trade, counting the turns you were running around with 10 cargo holds, and something doesn't add up here.

That's even more suspecious when solarwind said he maxed out making 400K profit as an evil last game.

What kind of conclusion can one draw here?

aeturneus is offline aeturneus
Prince
Edmonton, Canada
Apr 2001
time: 22:15
  Old Post 28-10-2001 21:25 Visit aeturneus's homepage!
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Tired of ads?

calculations will be posted soon.

aeturneus is offline aeturneus
Prince
Edmonton, Canada
Apr 2001
time: 22:15
  Old Post 29-10-2001 00:06 Visit aeturneus's homepage!
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Ok first, just a little introduction. Last game, as Talon Karrde can affirm, I made more than 600,000 credits in 10 minutes in an ISS. Yes, port pair trading. This game, I regularly net more than 300,000 credits in 400 turns in a merchant freighter, depending on whether or not I go to battle. I got mad skillz, dudes. A couple of days ago, starting in a Scout Marauder, I made 400,000 credits. Here is how.

I started by selling my scout marauder immediately and buying a merchant freighter. Those 250 fighters have a substantial cash value if you are willing to part with them. I can't remember if I used a few k from the bank here or not.

I then traded up to full holds, which took around 54 turns (to get to the pairs and back, 20 turns, and to make 10-12 trades, 30-38 turns)

That left me with about 330 turns, or 100 actual trades, including the turn it takes to dock at a port. That's worth about 300,000, here is why:

If you have enough ports close enough to each other, you will want to trade ports down to about 60%.

With full holds, trading organics from 100% down to 60% will average 2300 credits a trade over that time. Trading down equipment from 100% to 60% will average 3100 over that time. Calculate 50 trades each, you will make about 115,000 credits from organics trading and 151,000 credits from equipment trading. That's 266,000 credits in 300 turns.

If you factor in the value of the holds I picked up, those first 400 turns were worth 290,000 or thereabouts. If I had a few thousand (like 7,000) in the bank, as I think I did, it wouldn't have taken as long to earn the holds and I would probably have made more. Pretty close to the 300k I had pegged - a little ambitious, but almost on the money.

The reason I pegged it a little higher was because, as I said earlier, I made more than 400k that day.

Once I had done these calculations based on 400 turns, I realized that I still had about 134,000 credits to go to 400k. That is about 150 more turns - and I only had 400 when I logged on. At this point, I realized that I accumulated those turns over the day - I started trading at the start of the day, used about 200 turns, and did the rest of my trading at about 2:00 PM. Since I never said that I made 400k in 400 turns, both of my statements are pretty accurate: 400 turns is worth about 300,000 credits starting from a scout marauder... more than that if you can start with a merf with full holds, and I did make 400,000 credits starting from a scout marauder.

I hope next time, you won't start calling me suspicious.

Solarwind made 400k a day... but that was with a pretty low exp level for an evil, and towing around all his own ships, and getting busted a lot because of the settings, well basically he made 400k a day because the game was a bad game for evils. Theoretically, it is possible to make 1 million per 100 turns as evil, but that is only if you have 5500 exp + a blue in an ISS to tow your colonial transports around. Of course, that is not including the potentially much greater profits from mega robbing and such, which I doubt he was able to do in a game with so few players and without any corp-mates.

So, to conclude, don't shoot off your mouth and call people suspicious without doing the math first. It doesn't become you.

-Sower

Solarwind is offline Solarwind
Chieftain
Sol City, the sun
May 2001
time: 22:15
  Old Post 30-10-2001 23:54
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Actually, the game I made 400k in one day was only one day. I made a LOT less the other days, even to the extent of only getting 100k in a really bad slump that lasted about a week.

Urban Ranger is offline Urban Ranger
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  Old Post 31-10-2001 09:15
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Mad skillz?

Come on, it doesn't matter. It take you 16 turns to rush to the Stardock to trade in your Scout Marauder. Oh, did I read somewhere you had no credits after being blown up? Well anyway, 10 to 12 trades on 30 cargo holds net you next to nothing. You need around 40,000 credits to buy those 35 holds. So you are saying you made like 4000 credits on each of those trades on 30 holds?

I rest my case.

aeturneus is offline aeturneus
Prince
Edmonton, Canada
Apr 2001
time: 22:15
  Old Post 31-10-2001 10:32 Visit aeturneus's homepage!
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well, whatever. I tried to make a joke guess I should have like markg does.

I said I made 400,000 credits in one day starting from a scout marauder. This is true - it took about 500 turns, margin of error 20 or so.

I said that 400 turns are worth 300,000 credits. I couldn't remember what the 35 holds cost, but even granting your rather abstract calculations, this still only brings down my estimate about 20 - 30,000 to about 260,000. Basically, my initial estimate was 40,000 credits off... if that makes me stupid, then so be it.

I still don't appreciate your casting suspicion on my behaviour; you didn't apologize for being a nincompoop, so I consider the matter still outstanding. You may plead guilty now

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