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Author Topic: Spaceyard manager  (Read 8671 times)

Ukrainian Ranger

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Re: Spaceyard manager
« Reply #30 on: August 24, 2011, 02:56:05 pm »

Ships sell automatically, your haulers are popular, someone will buy it as fast as it built, but profit is slightly random
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Armok

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Re: Spaceyard manager
« Reply #31 on: August 24, 2011, 04:12:01 pm »

> try to develop a more spacious hull
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RAM

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Re: Spaceyard manager
« Reply #32 on: August 24, 2011, 09:20:02 pm »

1: 9 Llama haulers
2: Improved automation
3: Hire mad scientists(1), Lead scientist(1), scientists(3), engineers(3), and security staff, umm, if two people can run a space-dock then I suppose three should be able to guard it...
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NRDL

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Re: Spaceyard manager
« Reply #33 on: August 25, 2011, 01:25:56 am »

9 llama haulers
Design better hull and fuel
Hire 2 engineers, 1 spy, 1 scientist, and one security team ( or mercenaries, whichever you prefer ) to defend from pirate attacks. 
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Ukrainian Ranger

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Re: Spaceyard manager
« Reply #34 on: August 25, 2011, 12:57:50 pm »

Quote from: Antaris yard

Spoiler: Balance (click to show/hide)

Spoiler: Staff (click to show/hide)


Spoiler: Known modules (click to show/hide)

Spoiler: Models (click to show/hide)

Spoiler: R&D (click to show/hide)

It was a nice month, a caravan from the Imperial Uranium Mining Company baught all 9 haulers and you got a nice 4500 profit.

Your sister has started 2 research projects, they are  pretty simple and she shall finish it soon

Also you decided that you need more staff, unfortunately you didn't found any scientist within your financial reach, spies are hard to find and you don't really need security team. Local police is more than enough, pirates aren't nearly strong enough to attack a planet. But you did found three interesting engineers:

Lomos Tucker is the first candidate. This 60 year old man has a great experience in a small arms industry, but nearly zero knowledge about spaceships. He asks for 2500 credits monthly . ( Skills: firearms 2, lasers 1, explosives 1)

Tavian Lexom is the second. He lost an arm after his ship was destroyed, but he is an experienced combat pilot and can give good advices. He asks for 1200 credits monthly (skills: ergonomics 2, targeting 1, maneuverability 1, stealth 1)

Liva Tux is the third. She is probably the best candidate, This girl worked in engine department for imperial military spacedock, unfortunately this made her overspecialized she knows little about another parts of the ships.  She asks for 4000 credits monthly(ion engines 2, rocket engines 1)



\\\BTW, I'll not allow research that increase research, and research that increase production. Engineers work only on ship modules There are different methods to improve research\production

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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Comp112

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Re: Spaceyard manager
« Reply #35 on: August 25, 2011, 01:21:24 pm »

I say we hire Liva and Tavian, both would be immediately useful.

Also, build/sell more ships, going to need the cash.
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areyoua

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Re: Spaceyard manager
« Reply #36 on: August 25, 2011, 01:35:01 pm »

We'd be running a deficit, and there's no guarantee that we'll get more money from research, but you've got to take some risk to get some reward.

Hire Liva and Tavian

Armok

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Re: Spaceyard manager
« Reply #37 on: August 25, 2011, 03:22:37 pm »

Tavian.
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Geen

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Re: Spaceyard manager
« Reply #38 on: August 25, 2011, 07:03:59 pm »

Livia and Tavian
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Roboboy33

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Re: Spaceyard manager
« Reply #39 on: August 25, 2011, 07:07:47 pm »

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stabbymcstabstab

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Re: Spaceyard manager
« Reply #40 on: August 25, 2011, 07:57:49 pm »

Tavain we barely afford both of them how are we suppose to make enough money to afford both of them? Hualers don't make enough money to cover the cost.
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Toaster

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Re: Spaceyard manager
« Reply #41 on: August 25, 2011, 08:01:11 pm »

While I agree Liva's skills are the most useful, it is a shame she overlaps our sister's skills.    Oh well- hire her see my post below instead.

And you chaps who want to deficit spend should go get government jobs.
« Last Edit: August 25, 2011, 08:32:17 pm by Toaster »
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RAM

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Re: Spaceyard manager
« Reply #42 on: August 25, 2011, 08:10:18 pm »

Tavian, definitely. We start making things with pilots in mind now and we won't need to rewire things later. And it is easy to over-look a lot of things that would be common-sense to an experienced pilot. Not to mention that it would be greedy charitable to hire someone who is no longer equipped for their chosen profession...

1: 9 llama haulers
2: Lighter Hull
3: Hire Tavian, look for cheap deals on assembly-lines.
« Last Edit: August 25, 2011, 08:13:41 pm by RAM »
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Comp112

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Re: Spaceyard manager
« Reply #43 on: August 25, 2011, 08:12:41 pm »

I read the initial post wrong, I added an extra 0 by mistake.

Either or for me
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Toaster

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Re: Spaceyard manager
« Reply #44 on: August 25, 2011, 08:28:58 pm »

Well, let's look at the skills we have and the skills we don't.

Have:

generic engineering 1:  Bigger hulls.  No-brainer here.
rocket engineering 1:  More powerful engines.  Nice to have.

Have nots:

Tucker:

firearms 2, lasers 1, explosives 1:  I'm just going to lump these.  All weapon techs.  Great when we start making fighters, but right now, we're making freighters.  Let's stick with what we know until we can build a good fighter, not some tin can with a pop gun.

Tavian Lexom:
ergonomics 2:  This is good when we want to make higher-class vessels, possibly even passenger liners.  Not 100% what we need, but useful nonetheless.
targeting 1:  Weapons tech.  See above, except we'd need weapons before this was useful.
maneuverability 1:  This is 90% a fighter tech, but it'd be useful on high-priority courier ships that *must get through*.  Not useful yet.
stealth 1:  See above, really.  Unless we hear of a market for stealth freighters, this isn't what we need.

Liva Tux:
rocket engines 1:  Duplicate.  Would let us research this class engine faster, except...
ion engines 2:  A higher class of engine.  Now this is useful.  But do we need it yet?


I see three options.

Option 1:  Hire Liva Tux.  After they finish the next rocket engine tech, have her research Ion Engines exclusively, and have Sister research hulls exclusively.  When we have a working ion engine, switch the production line over and never look back.

Option 2:  Hire none of them!  Keep looking for other engineers with freighter-type skills.

Option 3:  Hire Lomos Tucker and start making fighters.  Probably a bad option before we get more assembly lines.


I vote for option 2 (hire nobody), using our cash to get more dock space.
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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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