Sooo, are we doing this?
Sell
1) Minerals for 1500
2) Seeds, fuel rods. 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 )
Some numbers of that combo:
Total cargo space - 2050
Total power consumption:
Main guns - 3
Turrets - 0.85
Engines 1.5
Life support 1 ( IMO, We should link our civilian reactor to life support, do some test mid flight, what happens if life support is half powered and try right settings, to lose no essential life support parts. In that way we may save 0.5 power for short battles. )
Jumpdrive 1
Max: 7.35 (practical max 6.35, because we don't use engines+jumpdrive)
Total power generation:
4.5 power + 5 from battery ( all guns + all point defense + life support + all engines = 6.35 energy. We need 1.85 energy from battery, that's almost 3 turns)
____________________________
After we complete the repairs I suggest looking for a cargo run (including ones that need going to planets with atmosphere), a passenger run, escort or the combination of above. Let's find a use for the shuttle if we don't sell it
_____________________
Anyways...
10ebbor10, how much stuff can the Red Rocket move from surface to Salvation at once?
Don't bother GM with question about the stuff that present in the stats. - We can move 10 cargo in it