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 Refurbing Equation??? 
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Warrant Officer

Joined: Sat Dec 15, 2001 3:00 am
Posts: 94
Location: USA
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Does anyone have the formula for calculating how many holds you need or a ship in order to refurb? I thought I remember seeing it posted here a while back, but its gone now. I know its roughly 3:1, but there was another part to it. Thanks


Fri May 31, 2002 11:18 am
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1st Sergeant

Joined: Thu Dec 13, 2001 3:00 am
Posts: 38
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If I get what your saying, you want to know how to refurb your Stealing ship after you bust. Buy a Merchant Freighter, Make it Personal, buy full holds. Drag it to a safe spot and blow it up with the ship that needs holds. Make sure there are no sheilds and no fighters on the freighter. It's best to have a Good corp member to buy them at SD and bring them back to your safe place. It's really risky to go to SD when you're evil unless it's a really vacant game. hope this helps.

---==={LEX}===---


Fri May 31, 2002 3:59 pm
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Warrant Officer

Joined: Sat Dec 15, 2001 3:00 am
Posts: 94
Location: USA
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I know that... what I'm trying to figure out is a formula for how many holds to put on the ship to get the correct number when the evil blows it up. Say you lost 22 holds, if takes 3 holds on the Furb to equal 1 hold "captured" then you'd need 66 holds. You don't need that many on a Merf to furb back the 22 holds. So its not exactly a 3:1 ratio.

So does anyone know the real formula for figuring out how many holds to put on the Furb in order to restore a specfic number of holds?

Thanks


Fri May 31, 2002 4:18 pm
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Lieutenant J.G.

Joined: Fri Apr 05, 2002 3:00 am
Posts: 332
Location: USA
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Unfortunately I don't know the formula being used, but I know a Merf needs exactly 62 holds to refurb a Colt with 22 lost holds. Maybe it's holds / 3 + 1 rounded to the nearest whole integer (62 / 3 + 1 = 21.66 rounded = 22)? Doesn't seem likely since everywhere else TW seems to either round up or round down, rarely to the nearest whole. But it's my best guess without doing more testing.


Fri May 31, 2002 4:43 pm
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:
Unfortunately I don't know the formula being used, but I know a Merf needs exactly 62 holds to refurb a Colt with 22 lost holds. Maybe it's holds / 3 + 1 rounded to the nearest whole integer (62 / 3 + 1 = 21.66 rounded = 22)? Doesn't seem likely since everywhere else TW seems to either round up or round down, rarely to the nearest whole. But it's my best guess without doing more testing.




I have been told in the past: furb holds = (holds lost * 3) - 3
I don't know if that's right for sure or not though.


Fri May 31, 2002 11:16 pm
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Ensign

Joined: Sun Dec 24, 2000 3:00 am
Posts: 259
Location: USA
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quote:
quote:
Unfortunately I don't know the formula being used, but I know a Merf needs exactly 62 holds to refurb a Colt with 22 lost holds. Maybe it's holds / 3 + 1 rounded to the nearest whole integer (62 / 3 + 1 = 21.66 rounded = 22)? Doesn't seem likely since everywhere else TW seems to either round up or round down, rarely to the nearest whole. But it's my best guess without doing more testing.




I have been told in the past: furb holds = (holds lost * 3) - 3
I don't know if that's right for sure or not though.




it's holds lost * 2.9 round down to the nearest whole hold






Rick Mead
Project Manager teamEIS


Sat Jun 01, 2002 12:47 am
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Warrant Officer

Joined: Sat Dec 15, 2001 3:00 am
Posts: 94
Location: USA
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Thank You.


Sat Jun 01, 2002 5:28 pm
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Gameop
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Joined: Thu Mar 08, 2001 3:00 am
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or you can just use my furb calculator script.

regards,
the reverend
icq 83250263
the.reverend@coastgames.com
http://thereverend.coastgames.com/tradewars/


Mon Jun 03, 2002 10:37 am
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Commander
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Joined: Mon Oct 29, 2001 3:00 am
Posts: 1096
Location: Tucson, AZ
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You capture 1/3 + 1 of the furb's holds.

So if you need 22, use a furb with (22 - 1) * 3 holds... 63.

Suddenly you're Busted!


Tue Jun 04, 2002 12:35 am
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1st Sergeant

Joined: Mon Apr 08, 2002 2:00 am
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I'm sure I'm just confused, but it seems to me that it would be so much more expensive to get holds and whatnot this way. Seems to me that just buying them at Rylos, Sol, or one of the other class 0's would be better... Although I know it would cost some turns, surely those turns can't be more valuable than a whole ship and a "full" load of shields.

Just because you're paranoid doesn't mean the world's not out to get you.


Tue Jun 04, 2002 10:52 am
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Ensign

Joined: Sun Dec 24, 2000 3:00 am
Posts: 259
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quote:
I'm sure I'm just confused, but it seems to me that it would be so much more expensive to get holds and whatnot this way. Seems to me that just buying them at Rylos, Sol, or one of the other class 0's would be better... Although I know it would cost some turns, surely those turns can't be more valuable than a whole ship and a "full" load of shields.



1st of all turns are the most valuable asset in the game... towing a ship one way obviously is much more effcient then a ship both ways. This is a blue furbing method to be used when you have a blue and red team. When playing with a split team Reds should NEVER spend any turns other then porting to steal, porting to rob, porting to sell, xporting to a ship or porting at stardock (and this is only a sometimes, a good blue will keep his reds ships completely stocked for them (with cloaks and what not) a red should log in xport to a colt and run his turns to 2 (as close as possible) and then export to his sleep ship and after his blue locks tow cloak out. This always makes sense but it especially true when 1 blue is furbing multiple Reds... in a secure evil area you can layout these furb ships in advance and the reds can just get in and get out. Your objective is for your reds to makes the absolute most cash possible while keeping them exposed to attack the least amount of time. 2 reds using 3 ports should be able to run 500 turns each in 15 mins tops and be back out of the game. This of course is in a secure area with a good evil setup... your results may vary


2nd shields don't enter the equation...

Rick Mead
Project Manager teamEIS


Tue Jun 04, 2002 11:08 am
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:
I'm sure I'm just confused, but it seems to me that it would be so much more expensive to get holds and whatnot this way. Seems to me that just buying them at Rylos, Sol, or one of the other class 0's would be better... Although I know it would cost some turns, surely those turns can't be more valuable than a whole ship and a "full" load of shields.

Just because you're paranoid doesn't mean the world's not out to get you.



A typical bust loses you 22 turns. To furb that, you need a merchant freighter with 63 holds. The cost of one of these is about 71k credits. The cost of buying 22 holds direct to the colt is around 110k credits. Not only is the mf cheaper, but it's fewer holds to tow a mf to a sdt area than to tow a colt to a class 0, and then back.


Tue Jun 04, 2002 11:11 am
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Commander
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Joined: Mon Oct 29, 2001 3:00 am
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Location: Tucson, AZ
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quote:
Although I know it would cost some turns, surely those turns can't be more valuable than a whole ship and a "full" load of shields.


Kemper hit it on the head. And don't underestimate what a red's turns are worth. Basic SST in colts makes over 10,000 credits per turn. That's why you get your blues to tow you around and bring you stuff.

Suddenly you're Busted!


Tue Jun 04, 2002 4:20 pm
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1st Sergeant

Joined: Mon Apr 08, 2002 2:00 am
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Ok, I'm obviously confused, but I think you all may have missed my question.

As you said, getting the holds is ~71,000 creds. Add in the merf, and you're adding in about another 50,000 creds, or something like that, unless I'm confused. That means that the total cost for those holds should be ~121,000 creds, and that assumes that you manage to get the holds, not totally toast the ship. So it would end up cheaper to buy the holds at 110K, rather than 121K. I don't remember the basic ship costs, though.


Just because you're paranoid doesn't mean the world's not out to get you.


Thu Jun 06, 2002 6:22 am
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:
Ok, I'm obviously confused, but I think you all may have missed my question.

As you said, getting the holds is ~71,000 creds. Add in the merf, and you're adding in about another 50,000 creds, or something like that, unless I'm confused. That means that the total cost for those holds should be ~121,000 creds, and that assumes that you manage to get the holds, not totally toast the ship. So it would end up cheaper to buy the holds at 110K, rather than 121K. I don't remember the basic ship costs, though.


Just because you're paranoid doesn't mean the world's not out to get you.


The total cost of a mf and holds is ~71k. Even firing 20 figs at the mf, you will ALWAYS get the holds. Therefore, it's cheaper and uses fewer turns.


Thu Jun 06, 2002 9:26 pm
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