How do you suggest we enter atmosphere in the meantime? Parachutes?
I suggest to not enter atmosphere meantime. There are many jobs that doesn't require entering atmosphere
How about, um, everything that involves interacting with more than a few people or getting decent, market-price deals on supplies? And there's plenty of business offers that could require us to enter atmosphere to pick something up.
Do we plan to buy supplies at planets? Do we have money to buy some goods there? NO
Do we have any job offer that need atmosphere entry? NO
Was we handicapped in any way by the fact that we can't enter atmosphere yet? NO
Is it safe to fly in unarmed shuttle with valuable cargo? NO
Can we avoid entering the atmosphere? YES
Can we hire some other cargo shuttle if we need to enter badly? YES
Can we use Red Rocket for small scale interaction with planet? YES
I repeat, if you have any offer how to use ability to enter atmosphere, it's only 1300 to fix structure and 600 to fix aux drivers ( if main engine fix is not enough)
Having some unused expensive equipment just because maybe we may find some limited use for it later, when we badly need repairs is a crime.
What's the Red Rocket again?
Red Rocket is a small craft that we had right from the beginning.
Hm, I made a mistake in my plan above, main engine fix is 750 not 1000. Good. Edited the plan. May redo it again, after ebbor's answers on my questions above
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Damn, I like to write plans way too much... can't wait One more plan Sell 1) Minerals for 1500
2) Seeds, fuel rods, part of med supplies (universal abitbiotics) . 500 minimum
3) Jumpcore for 1500
(2050+3500=5550 credits)
Structural fixes\changes 1) Replace LQ patches with tedaline -800 credits
2) Convert one dock bay to cargo bay -500 credits
3) Fix 2 turrets -500
4) Repaint(if free)
5) Request all generated scrap placed in our cargo bays, we need it to make more railgun ammo
(spend 1800 credits. 3750 credits left)
Repairs 1) Main engine 750
2) Laser - 100
(850, 2900 credits left)
Point defense
1) Fighter railgun * 4 (quad turret) 600 credits
2) Flak cannon - 300 credits
3) 10 Flak ammo - 50 credits
(950, 1950)
Misc upgrades 1) Med bay - 500 credits
2) Targeting 500 credits
3) Civilian pulse reactor 450 credits
4) Battery 500 credits
5)* Move one damaged salvation reactor in former dock cargobay to free space in the reactor room for above purchases
(1950. 0 left )
*note, that this parts are bound to be useful for us somehow
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Most likely we'll get slightly more than 0 in the end and may spend it on something else
Also, note that
this version of plan doesn't include selling any small craft and we get quite a lot of cargo space . (1000 the shuttle+1250 new cargo bay+800 existing cargo bays) That may allow us to do a cargo run or two, before selling the shuttle and getting aerocapability.
Of cause we may discuss selling of small crafts (and plasma) after the next update . It's not a straightforward decision as selling the crates, minerals and jumpcore
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One more option is same as plan above + change main engine fix to fixing all auxulary engines, fix aeracapability (remember, it also give us more hit points) and sell the shuttle to cover increased costs. I'd prefer that, but we have some keep the shuttle fans