Difference between revisions of "Buying/Selling/Transferring"
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(→Transfers: Advantage of transfers over buying new craft.) |
MikeTheRed (talk | contribs) (→Transfers: I just noticed this. it's true for soldiers. not sure about items in the craft (not tested), but really it only makes sense for them too) |
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*Transferring an existing craft to a base is ''much'' quicker (6-16 hrs) than ordering a new craft for that base (72 or 96 hrs, plus arming/fueling time). If craft are urgently needed in an area, transfer craft from other base(s) in quieter areas, and (if required), order new craft for the quieter base(s). | *Transferring an existing craft to a base is ''much'' quicker (6-16 hrs) than ordering a new craft for that base (72 or 96 hrs, plus arming/fueling time). If craft are urgently needed in an area, transfer craft from other base(s) in quieter areas, and (if required), order new craft for the quieter base(s). | ||
*Transferred craft arrive with their existing weapons, fully loaded and ready for a mission. Again this is faster than newly bought craft which must go through the full arming/fueling/etc cycle. | *Transferred craft arrive with their existing weapons, fully loaded and ready for a mission. Again this is faster than newly bought craft which must go through the full arming/fueling/etc cycle. | ||
+ | **However, this is not a way around the 100-item transfer limit. Certainly soldiers, and probably other items, will simply stay at the starting base (be left behind) if there is not enough "room" in the 100-item transfer queue. Also, it will of course fill your transfer queue to the brim for as long as the transfer takes, if you overflow it like this. So, while it's an easy way to transfer a busload of soldiers and gear all at once, keep an eye on the limit... an Avenger with 26 soldiers and a lot of gear could add 50 line items to the queue with one click. | ||
*Transferring anything that is alive (soldiers, scientists, engineers and captured aliens) is FREE! | *Transferring anything that is alive (soldiers, scientists, engineers and captured aliens) is FREE! | ||
**Note that when transferring captured aliens, you need to have room in the target base's containment. One thing that is not terribly obvious is that these aliens in transit use up living quarter space at the target base until they arrive and are thrown into the freezer. | **Note that when transferring captured aliens, you need to have room in the target base's containment. One thing that is not terribly obvious is that these aliens in transit use up living quarter space at the target base until they arrive and are thrown into the freezer. |
Revision as of 01:04, 22 August 2012
Purchase Times
Item | Time (Hours) | Time (Days) |
---|---|---|
All Personnel | 72 | 3 |
SKYRANGER | 72 | 3 |
INTERCEPTOR | 96 | 4 |
Craft Weapons | 48 | 2 |
Craft Missiles | 48 | 2 |
Cannon Rounds (×50) | 96 | 4 |
HWPs | 96 | 4 |
HWP Ammo | 48 | 2 |
All Weapons | 24 | 1 |
All Ammunition | 24 | 1 |
All Equipment | 24 | 1 |
Non-Manufacturable Prices
Item | Cost ($) | Sale Price ($) | Wage/Rental ($/month) |
---|---|---|---|
Soldier | 40,000 | 0 | 20,000 |
Scientist | 60,000 | 0 | 30,000 |
Engineer | 50,000 | 0 | 25,000 |
SKYRANGER | 500,000 | 0 | 500,000 |
INTERCEPTOR | 600,000 | 0 | 600,000 |
Stingray Launcher | 16,000 | 12,000 | |
Avalanche Launcher | 17,000 | 12,750 | |
Cannon | 30,000 | 22,500 | |
Stingray Missiles | 3,000 | 2,400 | |
Avalanche Missiles | 9,000 | 7,200 | |
Cannon Rounds (×50) | 1,240 | 1,012 | |
Tank/Cannon | 420,000 | 340,000 | |
HWP Cannon Shells | 200 | 100 | |
Tank/Rocket Launcher | 480,000 | 360,000 | |
HWP Rockets | 3,000 | 2,250 | |
Pistol | 800 | 600 | |
Pistol Clip | 70 | 52 | |
Rifle | 3,000 | 2,250 | |
Rifle Clip | 200 | 150 | |
Heavy Cannon | 6,400 | 4,800 | |
HC-AP Ammo | 300 | 225 | |
HC-HE Ammo | 500 | 275 | |
HC-I Ammo | 400 | 300 | |
Auto-Cannon | 13,500 | 10,125 | |
AC-AP Ammo | 500 | 400 | |
AC-HE Ammo | 700 | 560 | |
AC-I Ammo | 650 | 520 | |
Rocket Launcher | 4,000 | 3,000 | |
Small Rocket | 600 | 480 | |
Large Rocket | 900 | 720 | |
Incendiary Rocket | 1,200 | 960 | |
Grenade | 300 | 240 | |
Smoke Grenade | 150 | 120 | |
Proximity Grenade | 500 | 400 | |
High Explosive | 1,500 | 1,200 | |
Stun Rod | 1,260 | 945 | |
Electro-flare | 60 | 40 |
Manufacturable Prices
These are the build prices "straight up", as shown in the manufacturing screen. For a more in-depth look at manufacturing, including labor costs, exotic components, etc., see Manufacturing Profitability.
Item | Cost ($) | Sale Price ($) | Hours | Workspace | Alloys | Elerium | Power | Navigation |
---|---|---|---|---|---|---|---|---|
Fusion Ball Launcher | 242,000 | 281,100 | 400 | 6 | 1 | |||
Laser Cannon | 182,000 | 211,000 | 300 | 6 | ||||
Plasma Beam | 226,000 | 267,300 | 500 | 8 | 15 | |||
Fusion Ball | 28,000 | 53,300 | 600 | 6 | 4 | |||
Tank/Laser Cannon | 500,000 | 594,000 | 1,200 | 25 | ||||
Hovertank/Plasma | 850,000 | 980,000 | 1,200 | 30 | 5 | 30 | ||
Hovertank/Launcher | 900,000 | 1,043,000 | 1,400 | 30 | 8 | 25 | ||
HWP Fusion Bomb | 15,000 | 31,500 | 400 | 25 | 8 | 5 | ||
Laser Pistol | 8,000 | 20,000 | 300 | 2 | ||||
Laser Rifle | 20,000 | 36,900 | 400 | 3 | ||||
Heavy Laser | 32,000 | 61,000 | 700 | 4 | ||||
Motion Scanner | 34,000 | 45,600 | 220 | 4 | ||||
Medi-Kit | 28,000 | 46,500 | 420 | 4 | ||||
Psi-Amp | 160,000 | 194,700 | 500 | 4 | 1 | |||
Heavy Plasma | 122,000 | 171,600 | 1,000 | 4 | 1 | |||
Heavy Plasma Clip | 6,000 | 9,590 | 80 | 4 | 3 | |||
Plasma Rifle | 88,000 | 126,500 | 820 | 4 | 1 | |||
Plasma Rifle Clip | 3,000 | 6,290 | 80 | 4 | 2 | |||
Plasma Pistol | 56,000 | 84,000 | 600 | 3 | 1 | |||
Plasma Pistol Clip | 2,000 | 4,440 | 60 | 4 | 1 | |||
Blaster Launcher | 90,000 | 144,000 | 1,200 | 5 | 1 | |||
Blaster Bomb | 8,000 | 17,028 | 220 | 3 | 3 | |||
Small Launcher | 78,000 | 120,000 | 900 | 3 | 1 | |||
Stun Bomb | 7,000 | 15,200 | 200 | 2 | 1 | |||
Alien Grenade | 6,700 | 14,850 | 200 | 2 | 2 | |||
Mind Probe | 262,000 | 304,000 | 1,200 | 4 | 1 | |||
Personal Armor | 22,000 | 54,000 | 800 | 12 | 4 | |||
Power Suit | 42,000 | 85,000 | 1,000 | 16 | 5 | 5 | ||
Flying Suit | 58,000 | 115,000 | 1,400 | 16 | 5 | 16 | ||
Alien Alloys | 3,000 | 6,500 | 100 | 10 | ||||
UFO Power Source | 130,000 | 250,000 | 1,400 | 22 | 5 | 16 | ||
UFO Navigation | 150,000 | 80,000 | 1,600 | 18 | 3 | |||
Firestorm | 400,000 | 0 | 14,000 | 30 | 65 | 1 | 1 | |
Lightning | 600,000 | 0 | 18,000 | 34 | 85 | 1 | 1 | |
Avenger | 900,000 | 0 | 34,000 | 36 | 120 | 2 | 1 |
UFO Recoverable Prices
Item | Sale Price ($) |
---|---|
Elerium-115* | 5,000 |
Alien Corpses | 20,000 |
Alien Food | 5,000 |
Alien Entertainment | 20,000 |
Alien Surgery | 38,000 |
Examination Room | 9,000 |
UFO Construction** | 20,000 |
Alien Reproduction** | 40,000 |
Alien Habitat** | 100 |
* Elerium-115 is the only useful item in the game that can never be bought or manufactured (only recovered from UFO and Alien Base assaults), so it is recommended that you never sell it.
** These items cannot be recovered from a UFO. They are game "artifacts" which can only be added to your inventory via an editor.
Transfers
- All items and personnel take anywhere from 6 to 16 hours to transfer between bases, dependent entirely on distance. The minimum is 6 hours, even if your bases are right on top of each other! If anybody wants to test the fee schedule, it is probably directly related to transfer costs, so these might be able to be used to estimate or confirm each other. -MTR
- Transfer fees appear to be distance-related. This has not been well investigated, but for an example, see here.
- The transfer queue can only have a maximum of 100 line items in it. "Line items" means that e.g. a one transfer of 50 Alloys only counts as one line item.
- Items transferred in a Troop Transport all only count as one line item (for the Transport). Also, you are only charged the cost of the transferring the Transport. (Tip courtesy NKF.) This can be a good way to move stuff if your transfer queue is near full. But don't forget about the Sticky Craft Transfer Fee when moving craft - every subsequent transfer has the cost of that craft's transport added to it, for as long as the craft is in transit!
- Transferring an existing craft to a base is much quicker (6-16 hrs) than ordering a new craft for that base (72 or 96 hrs, plus arming/fueling time). If craft are urgently needed in an area, transfer craft from other base(s) in quieter areas, and (if required), order new craft for the quieter base(s).
- Transferred craft arrive with their existing weapons, fully loaded and ready for a mission. Again this is faster than newly bought craft which must go through the full arming/fueling/etc cycle.
- However, this is not a way around the 100-item transfer limit. Certainly soldiers, and probably other items, will simply stay at the starting base (be left behind) if there is not enough "room" in the 100-item transfer queue. Also, it will of course fill your transfer queue to the brim for as long as the transfer takes, if you overflow it like this. So, while it's an easy way to transfer a busload of soldiers and gear all at once, keep an eye on the limit... an Avenger with 26 soldiers and a lot of gear could add 50 line items to the queue with one click.
- Transferring anything that is alive (soldiers, scientists, engineers and captured aliens) is FREE!
- Note that when transferring captured aliens, you need to have room in the target base's containment. One thing that is not terribly obvious is that these aliens in transit use up living quarter space at the target base until they arrive and are thrown into the freezer.