[X3 TC] Recommended ship extensions for sector traders
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[X3 TC] Recommended ship extensions for sector traders
A few TS ships are currently doing sector trades with MK3 software. I saw an X3 TC video tutorial were the sector traders were fitted with not only MK3 software but also with a jumpdrive, MK1, MK2, best buy, best sell and triplex scanners. I thought MK3 software made best buy/sell redundant. Right now my sector traders are equipped with MK3 and max shielding. Is it really necessary to add best buy, sell, etc. software?
Re: [X3 TC] Recommended ship extensions for sector traders
No. But, sometimes your traders get into problems where they can't find a home for a cargo hold full of a product. They'll send you a message and wait for you to tell them what to do. If they're equipped with Best Buy, Best Sell, all you have to do is treat them like a Manually Operated Remote Trader until you solve their problem, then you can reactivate their UT status. (Though, problems with UTs like this don't happen frequently.)MrFiction wrote:... Is it really necessary to add best buy, sell, etc. software?
For myself, every ship gets everything... I got tired of trying to tailor every loadout. So, every ship in my game gets all the software it can equip, just so I don't have to mess with fine-tuning them or having to remember which software does what, when. This is one game that would benefit enormously from "templates."
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- Moderator (English)
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No. consider that a lot of "your trader meets foe"-situations will not 'interrupt' your traders action, just because the AI-ships are not set to attack "nearest target" or similar. There is no interaction between an MK3-Universe Trader and the enemy ship(s) even in those cases where they have a "closed encounter".MrFiction wrote:How about triplex scanners, will that help "MK3 pilots" to avoid pirate attacks more often?
On the other hand the Turret-fire of Pirate- or Xenon-patrols may hit your freighter which provokes him to send out some drones - and the problems begin (that's why I would prefer an option that MK3-Traders are forbidden to equip themselves with Drones).
In other words: it does not depend on the scanner-range if your trader evades incoming fire of enemy-ships.
There is only one exception though: If one of your ships enters a dangerous sector (e.g. Xenon Sector) a Triplex Scanner might help to stay undiscovered in that esctor. I think that the Standard-Xenon-Scanner is somethin in between Duplex and Triplex: they react for targets out of Duplex-range, but they will not react in the most remote range of a Triplex-Scanner. But you will only be able to use this when you control your ship remotely in the NavMap.
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- FlyingElvis
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No, they don't. They 'optimize' it, but won't maximize. They are smarter than us (yes, I maximize it too, normally) because the last about 15% of cargo space are much too expensive to be profitable.
At long term you get out more profit out of a fab (e.g. Swamp Plants, Sunflowers, Soyabean etc. or an Ore Mine) than out of the last ~15% of cargo space for a SF - at the same price.
At long term you get out more profit out of a fab (e.g. Swamp Plants, Sunflowers, Soyabean etc. or an Ore Mine) than out of the last ~15% of cargo space for a SF - at the same price.
@zazie: a few days ago one of my ST was attacked by pirates in Power circle. I had it docked at a station and it's still there docked, while three pirate ships stay in power circle near the ship. Probably waiting for it to undock. So that's why I thought my ship could avoid pirates, i.e. stay at a range but if I read your post correctly a scanner does not help in this case.
Yes, it's not the Scanner.
But are you sure that you do not have the Bonus Pack installed ? With BP traders will not move out of their station even if the ennemy is 350 km away somewhere over the ecliptic.
"Normal" UTs will - after a emergeny jump - restart their job (and eventually walk into death) after some time.
But are you sure that you do not have the Bonus Pack installed ? With BP traders will not move out of their station even if the ennemy is 350 km away somewhere over the ecliptic.
"Normal" UTs will - after a emergeny jump - restart their job (and eventually walk into death) after some time.