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Author Topic: Spaceyard manager  (Read 8673 times)

Ukrainian Ranger

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Re: Spaceyard manager
« Reply #90 on: August 28, 2011, 10:39:21 am »

Quote from: Antaris yard

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Here are goes an average month, 9 Llamas sold for 3100 profit before salaries
_____

You bought one assembly line for 5000 and now you can produce your own machine guns, you planned to switch it to RE4(b) engines, but your sister asked you to reconsider that decision. You'll ruin production effectiveness for that line with such a great production change
_____

You got several interesting offers:

1) Imperial police would like to sign a 6 month contract for 3  Llamas monthly, to be used as a training vessel for cadets. Unfortunately they offer just enough to barely cover your expenses.  You'll get 100 credits per ship
2) "Blueair Spaceyard"* offer 450 per ship as long as they'll have a right to refit Llamas and resell under their brand. They are ready to buy as much as you can produce, but no less then 5 per month for the next year.
3) "Safe caravans" shipping company would like to buy 100 llamas for their 5th caravan. They should be ready in 8 month time. "Safe caravans" offer 30 000 now, 0** per ship produced, and 50 000 when last Llama delivered, but if you fail to produce 100 llamas in time, you'll have to pay 2000 per each non-delivered ship.

*It's much bigger company then yours, they produce hundreds ships per month and have a big advertisement budget. They specialize in large freighters (5 hulls and more) You aren't quite sure why they want Llamas
**0 here = covering production cost
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NRDL

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Re: Spaceyard manager
« Reply #91 on: August 28, 2011, 10:46:43 am »

Number 3 looks like a very good profit, but seems too good to be true.

Number 2, I'm ambivalent about that, decent profit, but they'll sell it under their own brand?  Sounds fishy.

Obviously, it seems that Number 1 is the safest, albeit the least profitable.  The police are probably not gonna con us, they don't have anything to gain, but their small payment just doesn't seem enough. 

All in all, pretty bad choices.  But I'll pick the middle option, Number 2, although we really should find a way to investigate these people.

Also, continue research on better hulls, not just for hauling but for other purposes.  The machinegunes seem useless, no one's gonna buy them and we can't use them ourselves.  Keep producing llamas, see if we can stay afloat. 
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Armok

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Re: Spaceyard manager
« Reply #92 on: August 28, 2011, 11:38:31 am »

just keep going as we have done so far, all those options seem awfull.

try to get the guns working in vacuum

Try to look into automation/unmanned crafts research.
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stabbymcstabstab

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Re: Spaceyard manager
« Reply #93 on: August 28, 2011, 11:56:05 am »

Hell if we can't get the guns working in space sell them to repel boarders and mabye to the police as anti-pirate weapons in boardings.
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Kogan Loloklam

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Re: Spaceyard manager
« Reply #94 on: August 28, 2011, 12:15:12 pm »

Hummm...

We are close to operating our Shipyards at capacity. Taking #1 wouldn't hurt us and gets our foot in the door with the Military.
I do not like #2. Llamas are OUR ships. If we allow them to be retrofitted, this could easily create a problem with us
#3 allows us to add immediately 3 more docks. This barely gets us the space to accomplish the delivery. We do NOT have the production to do this. We cannot do #3 without taking a loan. If we take the loan, we could do the 3 docks (the startup fund) and then add 3 more assembly lines of each for 18k. This would be a total of 48k. The Loan would cover this with 2k left over. The PROBLEM here is that this eats up ALL our profits. We would have 35.2k to last us 8 months, and only have 4 ships to spare for production. We would need 69.6k to pay for 8 months. This is a deficit of 34.4k. While we COULD pay it back if we could float it for a few months, we don't have the spare cash to do so. #3 is therefore completely impossible.
What I think we should do is ACCEPT the police contract. It cuts our production by 3 Llamas a month, but we will be at 10 this month or next. It also helps us for when we have something more viable to provide them. They know what our ships can do, but what good is Blueair Spaceyard's? Who knows. Go with the tried and true :)


1) Accept our sister's thought and don't change the Production. Produce guns from the line and sell them for the cost to produce (don't want our worker's skills getting rusty). Also accept the Police's contract.
2) 10 Llamas (Come on, 0.1 total short? We should get it from spare parts.) (3 Llamas to the Police, 1 Llama in storage in case of disaster. If only 9 are produced, no reserve Llama.)
3) Continue the current projects, but as a side project ask our sister to also design a "cargo pod" with easily duplicated specifications for our Llamas to tow.
4) Advertise our Llamas with an emphasis on it's ability to haul wreckage and other large objects long distances.

See my post below.
« Last Edit: August 28, 2011, 08:31:01 pm by Kogan Loloklam »
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stabbymcstabstab

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Re: Spaceyard manager
« Reply #95 on: August 28, 2011, 02:53:43 pm »

#1 is our best bet Cause seriously atleast option #2 said the would sell them number 3 Looks more like some one wanting to distroy our name a big company like that could easily fit them with faulty equipment and sell them saying there ours.
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Comp112

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Re: Spaceyard manager
« Reply #96 on: August 28, 2011, 04:04:25 pm »

1) Accept our sister's thought and don't change the Production. Produce guns from the line and sell them for the cost to produce (don't want our worker's skills getting rusty). Also accept the Police's contract.
2) 10 Llamas (Come on, 0.1 total short? We should get it from spare parts.) (3 Llamas to the Police, 1 Llama in storage in case of disaster. If only 9 are produced, no reserve Llama.)
3) Continue the current projects, but as a side project ask our sister to also design a "cargo pod" with easily duplicated specifications for our Llamas to tow.
4) Advertise our Llamas with an emphasis on it's ability to haul wreckage and other large objects long distances.

This please.

I love lurking...
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Re: Spaceyard manager
« Reply #97 on: August 28, 2011, 08:01:55 pm »

2 is clearly the frontrunner to a hostile takeover- stay away from all costs.

1 trades profit now for a good buddy later.  Getting in good with the law now is probably worth it if we don't take option 3.

3:  Right now, assuming that production is additive (we can make 10 haulers with 3x3.4=10.2 parts) we could produce 79 ships in that time if we didn't add any lines or docks.  Adding two docks would bump that up to 84*.  That'd leave us 16 short, getting us a penalty of 32k, for a total profit of 48k, which comes out to ~571 a ship.  That's actually pretty good at current prices, so it's worth the money, and is stable.  The 30k advance would cover the dock expenses.

Adding THREE docks and two lines (which we could just barely afford with the advance- lines now then docks) would get us 89** ships.  11 short, 22k penalty, total profit 58k, ~651 a ship.  Even better.

Getting a loan would let us build a fourth, fifth, and sixth dock and four more assembly lines now to get the whole 100*** ships.  This would be no penalty, but 25k in interest.  The total profit would be lower than last time, but we'd be in a MUCH stronger position.  However, we wouldn't have cash to cover the interest payments.  Unless we could negotiate something with either the bank or the Safe Caravans company, this option isn't available.

* 9 this month, three months of 10, three months of 11, and one month of 12.  We'd lose five from not having the docks.
** 9 now, 3x 10, 3x 12, 1x 13
*** 9 now, 3x 10, 3x 15, 1x 16, though there'd probably be overflow that I can't be arsed to calculate


In conclusion, I say take offer 3.  Attempt to negotiate more payments forward or a better interest rate/repayment schedule.  If you can't do either, buy three docks and two lines.  Turn one line to the engine and another to the hull- we can turn these lines into something else when the deal's over.

...crap.  We can't do this because we can't afford to pay salary!  Um.  I guess we can do the first part option, where we build two docks now with the advance.  We have 16k to last us for 8 months, which will cover salaries (which are 9600 for the duration.)  We can use the final payoff to start building what we discover.

Only trick is this'll make for a boring eight months where we just sit and R&D.  They may be pissed that we're 16 ships short, but oh well- it's covered in the contract.
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Kogan Loloklam

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Re: Spaceyard manager
« Reply #98 on: August 28, 2011, 08:12:47 pm »

2 is clearly the frontrunner to a hostile takeover- stay away from all costs.

1 trades profit now for a good buddy later.  Getting in good with the law now is probably worth it if we don't take option 3.

3:  Right now, assuming that production is additive (we can make 10 haulers with 3x3.4=10.2 parts) we could produce 79 ships in that time if we didn't add any lines or docks.  Adding two docks would bump that up to 84*.  That'd leave us 16 short, getting us a penalty of 32k, for a total profit of 48k, which comes out to ~571 a ship.  That's actually pretty good at current prices, so it's worth the money, and is stable.  The 30k advance would cover the dock expenses.

Adding THREE docks and two lines (which we could just barely afford with the advance- lines now then docks) would get us 89** ships.  11 short, 22k penalty, total profit 58k, ~651 a ship.  Even better.

Getting a loan would let us build a fourth, fifth, and sixth dock and four more assembly lines now to get the whole 100*** ships.  This would be no penalty, but 25k in interest.  The total profit would be lower than last time, but we'd be in a MUCH stronger position.  However, we wouldn't have cash to cover the interest payments.  Unless we could negotiate something with either the bank or the Safe Caravans company, this option isn't available.

* 9 this month, three months of 10, three months of 11, and one month of 12.  We'd lose five from not having the docks.
** 9 now, 3x 10, 3x 12, 1x 13
*** 9 now, 3x 10, 3x 15, 1x 16, though there'd probably be overflow that I can't be arsed to calculate


In conclusion, I say take offer 3.  Attempt to negotiate more payments forward or a better interest rate/repayment schedule.  If you can't do either, buy three docks and two lines.  Turn one line to the engine and another to the hull- we can turn these lines into something else when the deal's over.

...crap.  We can't do this because we can't afford to pay salary!  Um.  I guess we can do the first part option, where we build two docks now with the advance.  We have 16k to last us for 8 months, which will cover salaries (which are 9600 for the duration.)  We can use the final payoff to start building what we discover.

Only trick is this'll make for a boring eight months where we just sit and R&D.  They may be pissed that we're 16 ships short, but oh well- it's covered in the contract.

I didn't even think about taking the hit! That could work.
BUT I also didn't think about the 4 months it'll take to construct the docks.

If you can come up with a balance that has us solvent at the end, you got my support 100%.

(Edit:I've calculated it, and we can afford to fail to make exactly 25 ships plus whatever funds we have left over. This takes the full delivery bonus away. So we are good without ANY docks. 8*10=80. So we, without ANY changes, get 40k profit at the end. I think we should do this.)
So, I changed my Opinion.

1) Accept our sister's thought and don't change the Production. Produce guns from the line and sell them for the cost to produce (don't want our worker's skills getting rusty). Also accept the Safe caravans contract.
2) 10 Llamas (Come on, 0.1 total short? We should get it from spare parts.)
3) Continue the current projects, but as a side project ask our sister to also design a "cargo pod" with easily duplicated specifications for our Llamas to tow.
4) Efforts to procure funding to increase production, and Commission 2 new Docks and 1 new assembly line.
« Last Edit: August 28, 2011, 08:29:56 pm by Kogan Loloklam »
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RAM

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Re: Spaceyard manager
« Reply #99 on: August 28, 2011, 08:26:18 pm »

2)
10 size 1 spacedocks
Code: [Select]
3 assembly lines (Hull A18) - production effectiveness 3.3
3 assembly lines (Engine RE4)  - production effectiveness 3.3
Build llama haulers
Code: [Select]
1 Assemly line (Machine gun MGI7) - production effectiveness 4 (idle)Build MGI7

3)
Code: [Select]
-Laisa NigelDesign new engine with following specifications: Hull = .5H, weight = Less than 400Kg full, fuel = approximately 400s, Thrust = at least 6G(preferably higher), other = functions at 25G and does not explode due to normal use and can be used in conjunction with other engines.
Code: [Select]
-Tavian LexomDesign sports variant of A19 hull, make it fun to pilot.

1)
Code: [Select]
1) Imperial police would like to sign a 6 month contract for 3  Llamas monthly, to be used as a training vessel for cadets. Unfortunately they offer just enough to barely cover your expenses.  You'll get 100 credits per shipyes
Code: [Select]
2) "Blueair Spaceyard"* offer 450 per ship as long as they'll have a right to refit Llamas and resell under their brand. They are ready to buy as much as you can produce, but no less then 5 per month for the next year. no

4)
Acquire rights to sell arms and develop presence in arms market.

P.S.
 If we take the large order, I suggest that we be honest if we don't believe that we can meet the order. We don't need a company caught out because we didn't deliver...
« Last Edit: August 28, 2011, 08:43:20 pm by RAM »
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Kogan Loloklam

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Re: Spaceyard manager
« Reply #100 on: August 28, 2011, 08:35:04 pm »

I edited my post above to change how I viewed things.

We can do both 1 and 3, but we only end up with 4400 profit after 8 months of work assuming we build NO shipyards or assembly plants. Since Safe caravans is time sensitive, we can see if we can get a loan to ramp up our production and then go to the military in a month or two and offer a compressed schedule that still finishes in time. If not, we will still be better off with an additional 2 docks.
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Re: Spaceyard manager
« Reply #101 on: August 28, 2011, 09:14:27 pm »

Oh yes, absolutely.   Be up front that we'll be around 20 short.  If they balk at that, go ahead and take the police contract instead.
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Kogan Loloklam

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Re: Spaceyard manager
« Reply #102 on: August 28, 2011, 09:33:20 pm »

12. Not 20. And May. Not will be.
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Ukrainian Ranger

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Re: Spaceyard manager
« Reply #103 on: August 29, 2011, 02:49:12 am »

One little thing to consider. You can't b sure that production effectiveness will only rise\stay same, there are random events that may even set it to 0. #3 is meant to be a risky option
« Last Edit: August 29, 2011, 02:53:59 am by Ukrainian Ranger »
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Re: Spaceyard manager
« Reply #104 on: August 29, 2011, 08:55:34 am »

If we have three lines producing a part that are all PE 3.4, do we get 9 parts or 10?
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.
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