Tyrian wrote:
Xentropy wrote:
In any low or mid turns game I'd have to say running to a class 0 to furb is going to put you at a HUGE disadvantage over a team or a stronger script, even a solo one that'll hop in a CorpFlag and bring you your own furb and tow.
I play solo mostly, so I need to refurb myself or play blue. In a low turn like 1000k or below I would prefer to use a script that only SSTs between specific ports, pick up fuel and jump next to a class 0 to save turns. But I don't want to invest the time to do that with 2000k turns and above. . What are the stronger scripts you are talking about, do I miss something?
Xentropy wrote:
I don't know about games with silly amounts of turns like 20k, but 10k or less using a script like that is going to leave you with far less cash than your rivals.
Yes, it's less cash than a corp can make. But I think the disadvantage is not that big in low TPW ships. Remember you don't refurb for every bust but typically every 3 or 4 busts. Also when have busted at many ports around a class 0 you can switch to the other class 0 or 1 and than need less warps again to refurb. I can't tell a specific number but when I want to guess I think it's overall something like 10 or 15 % in a 1 or 2 TPW ship. Stock games are a pain to play SST solo though, I avoid them.
Unless the 250-hold casher in your edit is 2TPW or something, it's costing you more than you think. The following calcs are all based on stock, because any edit has the possibility of changing just about anything.
Even assuming you only use ports an average of 5 hops from a class 0 (say a cloud of ports within 8 hops of a class 0)--in itself dangerous since you're much more likely to be caught by another player while cashing--it'll cost you 61 turns to warp a Colt 5 hops to a class 0, port for new holds, then 5 hops to the new xxB.
By self-furbing, you spend 15 turns per furb moving them from Stardock to a storage sector, then on bust you:
Transport into CorpFlag.
3 turns to move CorpFlag to bust sector.
15 turns to tow Colt to new xxB.
4 turns to buy fuel. (worst case, assuming the above tow cost you too much to reach your garage and the new xxB is BxB not SxB)
3 turns to warp to garage.
1 turn to pickup fuel (garage is on Sxx or at planet w/ excess ore).
7 turns to tow Merf to Colt.
4 turns to refresh fuel for next furb run. (worst case, assuming warp from Colt to Sxx and buy)
1 turn to transport to Colt.
That's 39 turns to furb; 54 including the garage-filling step. If you're in a low-competition game and can safely visit Stardock as a red, you can use SD as a garage and it just adds 3 turns to the 38 (to warp from SD-adj to SD after the twarp) and a turn to "build" each Merf.
By towing to class 0, assuming you can keep one figged:
Transport to CorpFlag.
3 turns to move CorpFlag to bust sector.
15 turns to tow Colt to class 0.
1 turn to xport to Colt.
1 turn to buy holds.
1 turn to xport back.
7 turns to buy new fuel (warp out, buy, warp in)
15 turns to tow Colt to new class 0.
4 turns to buy new fuel for next bust.
1 turn to transport to Colt.
That's 48 turns to furb, no garage needed. Also more costly to furb, though, since part of the point of using Merfs is those last holds in a Colt cost way more to buy directly.
Either way is cheaper than express-warp-to-0 for any case where the trip between your bust port, the class 0, and your new xxB port is longer than 8 total warps. And again, if you're that close to a class 0, you're either gonna get found and pounced on while cashing or your competition isn't too serious and you can probably use Stardock as a garage and furb in 42 turns anyway.
Note too that the tow of the Colt itself is optional; if the new xxB is 1 to 3 sectors away you can manually move there *then* do the merf part with a CorpFlag, saving 3 to 19 turns depending on distance and whether the first tow would result in a need to refuel to reach the garage. If the Colt just needs to move adjacent and you can use Stardock as a garage, it'll only cost you:
6 Move Colt to new port.
1 Xport to CorpFlag.
3 Warp to adj. SD Sxx.
1 Refuel.
3 Warp to SD.
7 Tow Merf to Colt.
4 Refuel.
1 Xport to Colt.
27 turns (adding the one you spent beforehand putting the proper # of holds on the Merf). Via the warp your Colt to class 0 method, both ports would have to be 2 warps away to be more efficient, and would still require a higher hold expense.
As for "stronger scripts" I was referring to one that'd automate handling of the whole "complex cheap refurb" listed above, towing you to new port w/ a CorpFlag and grabbing you a merf, refueling as needed. Whether a script like this exists in the public domain or not, I don't know. Probably not, since it would be too useful, and the scripter mentality seems to be "throw the public a few bones and hoarde the best stuff". There's also the fact 99% of scripts out there assume you're in a corp because solo players are already going to lose so why help them?
Running w/ less than max holds (i.e. not furbing after every bust) is inefficient on several levels; you'll bust more often with too much XP for the amount you're stealing, basically increasing bust rate if SSTing non-optimally. (Handy thing about the SD-garage trip is you can also halve your XP while you're there up to once a day if it's prudent...and if you've offloaded the cash somehow before hand. Expensive mistake if you forget that part.)
(This entire post is based on solo play, of course. Corps make everything exponentially more efficient for each player you add. Even a 2nd corpie playing red would mean you could clear each other's busts and eliminate the need to *ever* move the Colts.)