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WSSM Question
https://mail.black-squirrel.com/viewtopic.php?f=15&t=17236
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Author:  Mantis [ Wed Apr 26, 2006 9:15 pm ]
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For a WSSM script is it better to haggle when selling the equipment or just macro it for the default price? In other words is the additional time required for the haggle offset by the extra credits you'd make?

Author:  earth [ Wed Apr 26, 2006 9:22 pm ]
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Haggle, you get experience which is crucial in SSM.
earth.

Author:  Coke [ Wed Apr 26, 2006 9:42 pm ]
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you can make a ton more money if you don't haggle. In the time it takes to haggle you will be able to steal from 2 more ports easy. Experience means almost nothing once you are busted up right. You will almost always be able to keep your exp at the right level unless you have a very high steal factor.

Author:  Promethius [ Wed Apr 26, 2006 10:10 pm ]
Post subject: 

quote:Originally posted by Mantis

For a WSSM script is it better to haggle when selling the equipment or just macro it for the default price? In other words is the additional time required for the haggle offset by the extra credits you'd make?


WSSM implies an unlimited move game. Haggling will slow you down, and I will have stolen a very minimu of one time by the time you have haggled. In a turn limited game, SSM, you haggle.

If you are playing in an unlimited move game opposite me, please haggle. ;)

Author:  Mantis [ Thu Apr 27, 2006 6:18 am ]
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I guess for most umlim edits (no delays) a macro sell would be better. But if rob delay is on you could make more haggling as long as percentage time increase per SSM cycle is less than the percent of additonal credits per cycle. Doh, I just answered my own question.

WSST? It makes my head hurt just thinking about coordinating the movement of two ships. So how much per minute can you make with that anyway?

Author:  Promethius [ Thu Apr 27, 2006 6:47 am ]
Post subject: 

quote:Originally posted by Mantis

I guess for most umlim edits (no delays) a macro sell would be better. But if rob delay is on you could make more haggling as long as percentage time increase per SSM cycle is less than the percent of additonal credits per cycle. Doh, I just answered my own question.

WSST? It makes my head hurt just thinking about coordinating the movement of two ships. So how much per minute can you make with that anyway?


As with all stealing, it depends greatly on the ping times and ship holds available. A very minimum would be 125M/hour and the better WSST script go a lot higher than that. One thing to remember, no matter how fast the script is, it won't do you any good if it gets you killed.

One thing I have been meaning to do is modify the one I use to count the number of steals per hour vs busts just to validate the bust ratios I have been told. A rough estimate based on a WAG of 30k per steal showed 42 steals per bust after one hour of stealing (used gross steal $$, not net).

Author:  Mantis [ Thu Apr 27, 2006 8:54 am ]
Post subject: 

quote:Originally posted by Promethius


As with all stealing, it depends greatly on the ping times and ship holds available. A very minimum would be 125M/hour and the better WSST script go a lot higher than that. One thing to remember, no matter how fast the script is, it won't do you any good if it gets you killed.


125M/hour min - looks like I still have a little ways to go LOL.
Thanks for the info.

Author:  Wildstar [ Thu Apr 27, 2006 12:59 pm ]
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I was thinking about this very subject when I wrote my WSST.
My solution was I have an option in the menu where you can select for it not to haggle and if youe exp gets too low it will go to dock and bust up to a predetermined exp amount, then return to sst.
Man was that a pain to get working, but it does.
When EP releases the new TWX and I do a rewrite with other new ideas I have, I might just release this one at Grimys.
Might lol

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