Difference between revisions of "Buying/Selling/Transferring (TFTD)"
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=== Analysis === | === Analysis === | ||
− | *The most profitable item to produce is the Gauss Cannon. The (craft) PWT Launcher and the Coelecanth/Gauss SWS | + | *The most profitable item to produce is the Gauss Cannon. The (craft) PWT Launcher and the Coelecanth/Gauss SWS have similar profitability to the Gauss Cannon. The Gauss SWS can be discounted since the Gauss Cannon must be researched before the Gauss SWS, which also has the requirement of Manta research. |
+ | *Whether the Gauss Cannon is likely to be researched before the PWT Launcher probably depends on the individual Commander's preference (or not) for Gauss weapons on the battlefield. For a Commander who generally avoids Gauss development, the PWT could provide an alternative route to profitability, as well as a usable craft weapon that is quicker to research than a Sonic Oscillator (if expensive to operate in terms of Zrbite and manufacturing time). | ||
*The next most profitable item is the Particle Disturbance Sensor, which has the advantage that it can be successfully researched very early in the game, and also requires no Zrbite or Aqua Plastics. | *The next most profitable item is the Particle Disturbance Sensor, which has the advantage that it can be successfully researched very early in the game, and also requires no Zrbite or Aqua Plastics. | ||
*Almost all of the profitable manufacturing activities would be considered very good commercial investments. A Gauss Cannon factory, with an annual Return on Investment of nearly 1100%, would be considered an economic miracle. Even the Particle Disturbance Sensor (RoI just over 300%) would have investors beating down the doors. The only tricky part would be insuring the factory site against Alien attack... | *Almost all of the profitable manufacturing activities would be considered very good commercial investments. A Gauss Cannon factory, with an annual Return on Investment of nearly 1100%, would be considered an economic miracle. Even the Particle Disturbance Sensor (RoI just over 300%) would have investors beating down the doors. The only tricky part would be insuring the factory site against Alien attack... |
Revision as of 07:31, 3 November 2010
Purchase Times
ITEM TIME (Hours) TIME (Days) ---- ------------ ----------- All Personnel 72 3 TRITON 72 3 BARRACUDA 96 4 Craft Weapons 48 2 Craft Missiles 48 2 Gas Rounds(×50) 96 4 SWS 96 4 SWS Ammo 48 2 All Weapons 24 1 All Ammunition 24 1 All Equipment 24 1
Non-Manufacturable Prices
ITEM Buy Price Sell Price ---- --------- ---------- Aquanaut $ 40,000 $ 0 Scientist $ 60,000 $ 0 Technician $ 50,000 $ 0 TRITON $ 500,000 $ 0 BARRACUDA $ 600,000 $ 0 Ajax Launcher $ 16,000 $ 12,000 D.U.P. Head Launcher $ 17,000 $ 12,750 Craft Gas Cannon $ 30,000 $ 22,500 Ajax Torpedoes $ 3,000 $ 2,400 D.U.P. Head Torpedoes $ 9,000 $ 7,200 Gas Rounds(×50) $ 1,240 $ 1,012 Coelacanth/G. Cannon $ 420,000 $ 340,000 Solid Harpoon Bolts $ 200 $ 100 Coelacanth/Aqua Jet $ 480,000 $ 360,000 Aqua Jet Missiles $ 3,000 $ 2,250 Dart Gun $ 800 $ 600 Dart Clip $ 70 $ 52 Jet Harpoon $ 3,000 $ 2,250 Harpoon Clip $ 200 $ 150 Gas Cannon $ 6,400 $ 4,800 GC-AP Bolts $ 300 $ 225 GC-HE Bolts $ 500 $ 275 GC-Phosphorous Bolts $ 400 $ 300 Hydro-Jet Cannon $ 13,500 $ 10,125 HJ-AP Ammo $ 500 $ 400 HJ-HE Ammo $ 700 $ 560 HJ-P Ammo $ 650 $ 520 Torpedo Launcher $ 4,000 $ 3,000 Small Torpedo $ 600 $ 480 Large Torpedo $ 900 $ 720 Phosphor Torpedo $ 1,200 $ 960 Magna-Blast Grenade $ 300 $ 240 Dye Grenade $ 150 $ 120 Particle Disturbance Grenade $ 500 $ 400 Magna-Pack Explosive $ 1,500 $ 1,200 Thermal Tazer $ 1,260 $ 945 Chemical-flare $ 60 $ 40
Manufacturable Prices
Table
Tech. ITEM Start Price Sell Price Hours Profit Payback ---- ----------- ---------- ----- ------ ------- HAMMERHEAD $ 400,000 $ 0 14000 $- 82 MANTA $ 600,000 $ 0 18000 $- 82 LEVIATHAN $ 900,000 $ 0 34000 $- 66 Gauss Pistol $ 8,000 $ 20,000 300 $ 40 15 mon Gauss Pistol Clip $ 1,000 $ 1,050 20 $ 2.5 (never) Gauss Rifle $ 20,000 $ 36,900 400 $ 42 10 mon Gauss Rifle Clip $ 2,000 $ 1,950 45 $- 1 Heavy Gauss $ 32,000 $ 61,000 700 $ 41 11 mon Heavy Gauss Clip $ 4,000 $ 3,220 70 $- 11 Sonic Pistol $ 56,000 $ 84,000 600 $ 36 16 yrs Pistol Power Clip $ 2,000 $ 4,440 60 $- 43 Sonic-Blasta Rifle $ 88,000 $ 126,500 820 $ 39 19 mon Blasta Power Clip $ 3,000 $ 6,290 80 $- 84 Sonic Cannon $ 122,000 $ 171,600 1,000 $ 43 9 mon Cannon Power Clip $ 6,000 $ 9,590 80 $-143 Sonic Pulser $ 6,700 $ 14,850 200 $- 9 Disruptor Pulse Launcher $ 90,000 $ 144,000 1200 $ 40 16 mon Disruptor Ammo $ 8,000 $ 17,028 220 $- 27 Thermal Shok Launcher $ 78,000 $ 120,000 900 $ 39 17 mon Thermal Shok Bomb $ 7,000 $ 15,200 200 $ 16 (never) Vibro Blade $ 7,000 $ 1,500 150 $- 70 Thermic Lance $ 12,000 $ 1,800 220 $- 92 Heavy Thermic Lance $ 20,000 $ 2,000 300 $- 93 Particle Disturbance Sensor $ 34,000 $ 45,600 220 $ 53 4 mon Medi-Kit $ 28,000 $ 46,500 420 $ 44 8 mon M.C. Reader $ 262,000 $ 304,000 1200 $ 25 (never) M.C. Disruptor $ 160,000 $ 194,700 500 $ 36 6 yrs Gauss Cannon $ 182,000 $ 211,000 300 $ 97 33 days Gauss Cannon Ammo $ 200 $ 200 5 $ 0 Sonic Oscillator $ 226,000 $ 267,300 500 $- 67 P.W.T. Cannon $ 242,000 $ 281,100 400 $ 81.5 44 days P.W.T Ammo (craft) $ 28,000 $ 53,300 600 $ 9 (never) Coelacanth/Gauss $ 500,000 $ 594,000 1200 $ 78 48 days Displacer /Sonic $ 850,000 $ 980,000 1200 $- 44 Displacer /P. W. T. $ 900,000 $1,043,000 1400 $- 24 P.W. Torpedo (SWS) $ 15,000 $ 31,500 400 $-151 Ion-Beam Accelerators $ 130,000 $ 250,000 1400 $ 5 (never) Magnetic Navigation $ 150,000 $ 80,000 1600 $- 56 Aqua Plastics $ 3,000 $ 6,500 100 $ 35 (never) Plastic Aqua Armor $ 22,000 $ 54,000 800 $ 7.5 (never) Ion Armor $ 42,000 $ 85,000 1000 $- 15 Mag. Ion Armor $ 58,000 $ 115,000 1400 $- 40
Notes to Table
NOTE: Profit is measured in $ per technician hours. It is calculated by taking the difference between an item's selling price and its total build costs (including manufacturing start costs, and any exotic component costs) and dividing that by the technician hours required to build it. The profit is simply how much money you make in one hour with one technician building a particular item just to sell it. Payback is the time required for profits to repay all initial costs. So there is no "true profit" until after the Payback period has passed.
Further Notes
- The profit levels calculated above include the lost resale value of all manufactured/recovered components (Zrbite, Aqua Plastics, Ion-Beam Accelerators, Magnetic Navigation) used in their manufacture. In many cases this reduces the profit considerably.
- Also, keep in mind that that each technician costs $36/hr in salary, Living Quarters maintenance, and Workshop space maintenance. Any "profit" less than $36/hr is not really a true profit, it's just a subsidy to reduce your outgoings on Technician costs and overheads.
- In addition, before a true profit is made, you must recover the initial costs of hiring the Technicians, building their Living Quarters and their Workshop. Recovering these initial outlays will cost the equivalent of $67/hr per Technician for one month (or just over $11/hr for six months, etc). The Payback period shown above is the time taken to repay these costs (assuming multiples of 50 Technicians).
- As in the real world, fixed assets (such as workshops and living quarters) need to be fully utilised in order to be the most profitable. Whenever you use and hire Technicians in less than multiples of 50, the overhead costs are proportionally even higher, and the payback period on initial costs is longer.
Analysis
- The most profitable item to produce is the Gauss Cannon. The (craft) PWT Launcher and the Coelecanth/Gauss SWS have similar profitability to the Gauss Cannon. The Gauss SWS can be discounted since the Gauss Cannon must be researched before the Gauss SWS, which also has the requirement of Manta research.
- Whether the Gauss Cannon is likely to be researched before the PWT Launcher probably depends on the individual Commander's preference (or not) for Gauss weapons on the battlefield. For a Commander who generally avoids Gauss development, the PWT could provide an alternative route to profitability, as well as a usable craft weapon that is quicker to research than a Sonic Oscillator (if expensive to operate in terms of Zrbite and manufacturing time).
- The next most profitable item is the Particle Disturbance Sensor, which has the advantage that it can be successfully researched very early in the game, and also requires no Zrbite or Aqua Plastics.
- Almost all of the profitable manufacturing activities would be considered very good commercial investments. A Gauss Cannon factory, with an annual Return on Investment of nearly 1100%, would be considered an economic miracle. Even the Particle Disturbance Sensor (RoI just over 300%) would have investors beating down the doors. The only tricky part would be insuring the factory site against Alien attack...
USO Recoverable Prices
ITEM Sell Price ---- ---------- Zrbite $ 5,0001 Alien Corpses $ 20,000 Alien Sub Construction $ 20,000 Alien Cryogenics $ 5,000 Alien Cloning $ 40,000 Alien Learning Arrays $ 20,000 Alien Implanter $ 38,000 Examination Room $ 9,000 Alien Re-animation Zone $ 100
1 Zrbite can only be acquired through salvaging from UFOs and Alien Colonies. As such, you are strongly advised NOT to sell it.