[TC] HOW MUCH!?!?!? (Repair bill for first Aran)

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MarvinTheMartian
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[TC] HOW MUCH!?!?!? (Repair bill for first Aran)

Post by MarvinTheMartian » Wed, 18. May 11, 07:37

I knew it wasn't going to be cheap, but 134,213,246Cr!!

Think I might patch it up a touch, maybe bring it up to 20% (from 11%) and wait until I have enough money to waste later or repair when I have the HQ. How much cheaper is it to repair at the HQ versus shipyard anyway? Is it a case of "might as well build a new one" for the time it takes to repair from 11%?

Do I want to know how much it costs to max the cargo bay?

For now I guess it's just a trophy. A very dinged trophy but a big trophy none the less :D
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Catra
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Post by Catra » Wed, 18. May 11, 07:58

aran + nividium

Also, buying a new one is 167m(look at page 2 of link) =p, so 134m is pretty cheap.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.

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THE_TrashMan
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Post by THE_TrashMan » Wed, 18. May 11, 09:34

1) repair laser

2) marines repiar ships script :lol:
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Alex Corvis
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Post by Alex Corvis » Wed, 18. May 11, 09:39

Yeah, use your repair laser: eject the SETA from one of your ships and collect it in your space suit. Approach the Aran to firing range, place something heavy on the ctrl and j buttons and go and have a coffee (or 3 or 4). It will take a while :D

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Post by Lelouch » Wed, 18. May 11, 10:01

...but pay attention to your oxygen?

Repair bill at @HQ is around 25Mill credits (not including mats.)

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Post by MarvinTheMartian » Wed, 18. May 11, 10:26

I'm too busy micromanaging my empire to use the repair laser, even on seta
Lelouch wrote:Repair bill at @HQ is around 25Mill credits (not including mats.)
That's sounds a bit more like it, have some chip plexes taking care of the Hub plot right now so will hold off until I get the HQ perhaps, unless I find a couple more in the mean time and sell them to fund the repair ;)
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Post by Ripskar » Wed, 18. May 11, 10:30

My Aran cost Cr. 164 million to repair.
The Aran has 340,000 hull points, repair laser does 10 points per second.
Aran repair time = 9 hours.
Somehow I think I can make 164 million in under 9 hours.
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Post by MarvinTheMartian » Wed, 18. May 11, 10:41

Slight miscalculation. I forgot the Cobra was docked at the Aran when I looked at the resale price :oops: 24M Cr without the Cobra! Not sure I can find 6 Arans in 9 game hours.
Not set up to make that much passively either, UTs aren't performing wonders at the moment and all other resources are feeding Mahi Ma.

PHQ it is.
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Ripskar
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Post by Ripskar » Wed, 18. May 11, 10:58

TAXI!!! :roll:
Anyone want a station built?
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JAFA_NZ
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Post by JAFA_NZ » Wed, 18. May 11, 11:13

The Aran only has XL cargo capacity, not ST. :\

So for station building you have to dock a TL which goes faster on it's own...

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Post by Ripskar » Wed, 18. May 11, 11:22

We were talking about how to get 164 million in under 9 hours when your passive income doesn't cover it.

That would be Taxi and Station Build Missions.

Taxi mission typically brings in about 3-4 million per run and can be completed in less than 5 minutes, when they dry up you can switch to station builds which take a little longer to complete, but still rack up the creds well ahead of schedule.
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Alex Corvis
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Post by Alex Corvis » Wed, 18. May 11, 15:32

MarvinTheMartian wrote:I'm too busy micromanaging my empire to use the repair laser, even on seta
If you're so busy managing your empire this would mean to me it's quite big. Then why do you care about some 134MCr. :?

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Post by Hubert99 » Wed, 18. May 11, 22:05

134m Credits are 134m credits. I think, this is obvious.
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Post by Targ Collective » Wed, 18. May 11, 22:48

To expand an empire you need to expend capital. The wealth could well be locked up in ships and commodities.
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Post by Ripskar » Wed, 18. May 11, 23:01

Money is commodity of infinite exchange with no intrinsic value.
The only value it has is the value the trader thinks it has.
Micromanagement issues indicate a lack of automation.
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Post by MarvinTheMartian » Wed, 18. May 11, 23:22

Ripskar wrote:Micromanagement issues indicate a lack of automation.
In my case micromanagement is partly my playing style but right now is mostly focused on satisfying a certain squids insatiable appetite for silicon wafers and microchips. Mobile mining silicon is mostly automated but takes quite a lot of setting up to deliver 100,000 wafers per hour.

For now I have a paltry 300M in cash (after paying a stuck up Paranid Cr.15M to insult me!) which I'm using to build infrastructure for the squid now and which will provide the backbone of my empire when he's done, so spending half my capital on fixing up a ship I don't have immediate use for is not a luxury I have. I've also heard that the registration fees for some real estate I've got my eye on for my HQ isn't cheap either!

I'm also at that stage of another plot that has the opportunity to acquire another "very" large vessel, I really hope that's delivered with more than 11% hull! ;)
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Post by jlehtone » Wed, 18. May 11, 23:51

Ripskar wrote:Money is commodity of infinite exchange with no intrinsic value.
The only value it has is the value the trader thinks it has.
Q: How much is a credit worth?
A: As much as you can get with it.

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Post by Kor'ah » Thu, 19. May 11, 03:46

Skip the repair for now. Slap on a full set of 2GJ shields and tow it around with a tractor beam equipped M6. Long as you don't park it where Mass Driver armed enemies can shoot it everything should be cool.

I think the cost of maxing out the cargo bay is going to be slightly higher, so focus on that first. Fixing the hull can wait.
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