Base Stores

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Revision as of 18:36, 8 March 2007 by Pi Masta (talk | contribs) (removed my notes and put Zombie's back, see discussion)
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For a basic description of how General Stores work click here. This article is more in depth and complete regarding items and the space they take up.

Nuts and Bolts

Space is the volume a single item occupies in storage. If you have 50 items with a space of 1 each, the group would occupy 50 space. Notice that aircraft, personnel and live aliens are not listed. These things require specialized storage facilities (Hangar, Living Quarters and Alien Containment) and do not use space in the General Stores.

General Store facilities stack. Multiple modules act as a single cohesive storage unit, not as separate facilities. This is an important point to consider as you may be able to store more items in 100 units of space than 2 facilities with 50. For example, one General Store can contain 62 Stingray Launchers. If General Stores were not stackable, then two should hold 124. In actuality, two modules can hold a total of 125 Stingray Launchers.

The "Multiplier" column is used for determining the quantity of items you can store in a module (It is simply the inverse of the Space column). As usual, integer rounding plays a role. The equation linking total storage space to the number of items is

Total Items = INT(Total Storage Space * Multiplier)

To illustrate,. assume we want to know how many UFO Power Sources can be contained in 2 General Stores. 2 General Stores have a total space of 100, while the UFO Power Source multiplier is 10/7.

Total Items = INT(100 * 10 / 7)
            = INT(1000 / 7)
            = INT(142.857...)
            = 142

These calculations only apply to items being transferred into a base. Items purchased are a little different. As long as your current General Store space is < total space, you can still purchase items. (Your current space level is found by multiplying the quantity of an item by its Space and then adding all those numbers together). When dealing with only a specific purchasable item, the equation for the maximum number of items possible is found using an IF-THEN statement.

IF (INT(Total Space * Item Multiplier) / Item Multiplier) < Total Space,
THEN Total Items = INT(Total Space * Item Multiplier) + 1

Example: How many Stingray Launchers (Item Multiplier = 5/4) can you purchase if you have one General Store (50 Total Space)?

IF (INT(50 * 5 / 4) / (5 /4)) < 50
IF (INT(250 / 4) * 4 / 5) < 50
IF (INT(62.5) * 4 / 5) < 50
IF 62 * 4 / 5 < 50
IF 49.6 < 50 (TRUE)
THEN
Total Stingray Launchers = INT(50 * 5 / 4) + 1
                         = INT(62.5) + 1
                         = 62 + 1
                         = 63

Notes

  • Most weapons use up more space than their clip. Not the Heavy Plasma. Each weapon takes up 0.20 slots in the General Store, while a Heavy Plasma clip takes up 0.30.
  • Craft Cannon Shells do not require (or use) any space in General Store inventory. As long as you have at least one open slot at a base, you could purchase (and contain) an infinite quantity of these shells. However, once General Store space is filled to capacity, these shells cannot be purchased anymore.
  • Because of the integer rounding on each item type, you can store up to 19 of any item that takes 0.1 space (such as grenades) while still only using 1 of your store space, then from 20 to 29 it takes 2, from 30 to 39 its 3 space, and so on.


Item Space Mult Item Space Mult
Stingray Launcher 8 5/4 Medi-Kit 1 10/1
Avalanche Launcher 10 1/1 Psi-Amp 1 10/1
Cannon 15 2/3 Stun Rod 1 10/1
Fusion Ball Launcher 20 1/2 Electro-flare 1 10/1
Laser Cannon 20 1/2 Elerium-115 1 10/1
Plasma Beam 12 5/6 Heavy Plasma 2 5/1
Stingray Missile 4 5/2 Heavy Plasma Clip 3 10/3
Avalanche Missiles 15 2/3 Plasma Rifle 2 5/1
Cannon Rounds(x50) 0 N.A. Plasma Rifle Clip 1 10/1
Fusion Ball 6 5/3 Plasma Pistol 1 10/1
Tank/Cannon 60 1/6 Plasma Pistol Clip 1 10/1
HWP Cannon Shells 1 10/1 Blaster Launcher 3 10/3
Tank/Rocket Launcher 60 1/6 Blaster Bomb 2 5/1
HWP Rockets 6 5/3 Small Launcher 2 5/1
Tank/Laser Cannon 60 1/6 Stun Bomb 1 10/1
Hovertank/Plasma 60 1/6 Alien Grenade 1 10/1
Hovertank/Launcher 60 1/6 Mind Probe 1 10/1
HWP Fusion Bomb 6 5/3 Sectoid Corpse 4 5/2
Pistol 1 10/1 Snakeman Corpse 4 5/2
Pistol Clip 1 10/1 Ethereal Corpse 4 5/2
Rifle 2 5/1 Muton Corpse 4 5/2
Rifle Clip 1 10/1 Floater Corpse 4 5/2
Heavy Cannon 3 10/3 Celatid Corpse 4 5/2
HC-AP Ammo 1 10/1 Silacoid Corpse 4 5/2
HC-HE Ammo 1 10/1 Chryssalid Corpse 4 5/2
HC-I Ammo 1 10/1 Reaper Corpse 10 1/1
Auto Cannon 3 10/3 Sectopod Corpse 10 1/1
AC-AP Ammo 1 10/1 Cyberdisc Corpse 10 1/1
AC-HE Ammo 1 10/1 UFO Power Source 7 10/7
AC-I Ammo 1 10/1 UFO Navigation 2 5/1
Rocket Launcher 4 5/2 UFO Construction 1 10/1
Small Rocket 2 5/1 Alien Food 2 5/1
Large Rocket 2 5/1 Alien Reproduction 2 5/1
Incendiary Rocket 2 5/1 Alien Entertainment 2 5/1
Laser Pistol 1 10/1 Alien Surgery 2 5/1
Laser Rifle 2 5/1 Examination Room 2 5/1
Heavy Laser 3 10/3 Alien Alloys 1 10/1
Grenade 1 10/1 Alien Habitat 1 10/1
Smoke Grenade 1 10/1 Personal Armor 8 5/4
Proximity Grenade 1 10/1 Power Suit 8 5/4
High Explosive 2 5/1 Flying Suit 8 5/4
Motion Scanner 1 10/1

See Also

General Stores | Base Management | Spring Cleaning Tips