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Ragefury

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Everything posted by Ragefury

  1. Correct. I think a very low profit margin would be acceptable realistic, similar to XNT but to have to go back to handle the micromanaging of selling is kind of boring.
  2. Thats per engineer. Not per 10. I clarified a bit further in the edit.
  3. Coyote is definitely the best bet, not because it produces the most profit, but because its the highest of those below that doesn't require daily management. Apollos make a fortune by selling the planes. If you go max workshops with 1 hanger, you'd be making over $3 million per base per month, but you'd be resetting the crafting every 8 in game hours (too tedious). The same setup with Coyote would produce over $1 million a month but would only require management once every 45 days. If you do the math, I have to click 360 times more to achieve a couple million more per month, I'm sticking with Coyote armor. I played one game doing Apollos and had 8 bases doing it making $24 million a month, had to make a macro for mouse movement and clicks which I would hit F10 every little bit to sell off the planes and start building more, just so my hands wouldn't hurt. After a couple months, what are you going to do with the cash...nothing that expensive in game. With upgraded base facilities the profit per man day is as follows: Apollo $1250 ($34583 per 30 days after expenses) Jackal $320 ($6683 per 30 days after expenses) Coyote $503 ($12177 per 30 days after expenses) Alloys $200 ($3083 per 30 days after expenses) Zephyr & Thunderbolt $333 ($7083 per 30 days after expenses) Enforcer & Warhawk $250 ($4583 per 30 days after expenses) Dual Warhawk $273 ($5265 per 30 days after expenses)
  4. This would be primarily important for manufacturing bases that are having to be reset every 24-72 hours because they are producing so quickly.
  5. Is it possible to mod in a check/uncheck to autosell what you produce?
  6. Is it possible to mod in a check/uncheck to autosell what you produce?
  7. TD I love the mod! This is a question not a complaint. If I was going to play from an production standpoint, how would I go about doing that? The profit from sale does not cover the cost of production and labor? So far I have only found one item, the Apollo, (not equipment) that produces enough profit to cover the cost of the labor and upkeep? "- Economy Factor, prepare multiple factories and sell your mass-produced equipment. (Beware based attacks are frequent)."
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