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 adding haggle to turboSST? 
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Ensign

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Anyone have an idea how hard it would be to add haggle, like EP's Perfect haggle, to the turboSST script?


Sat Jun 30, 2007 12:36 am
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Why in the world would you want to? TurboSST is NOT a turns script, it's an unlim script. And w/ unlims you need to run as many trades as possible. Haggle may earn, at most, like 30% over regular... but in exchange you'll spend 2x or 3x the time doing the trade. The result? You lose money over time.

When cashing for speed you need to have everything macro'd.

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Sat Jun 30, 2007 2:38 am
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I agree with Sing - haggling will cost you money in an unlim. If you need the experience you are better off planet busting in most edits.

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Sat Jun 30, 2007 3:52 am
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Ensign

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OK, I know what you're saying there, but how about in a turn game - when there are a lot of turns? Wouldn't you want to try to maximize your profit since you have a limited amount of turns, even though it's a fairly high limit? Thanks for the informative replies Sing and Pro


Sat Jun 30, 2007 4:28 am
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SteveH_66 wrote:
OK, I know what you're saying there, but how about in a turn game - when there are a lot of turns? Wouldn't you want to try to maximize your profit since you have a limited amount of turns, even though it's a fairly high limit? Thanks for the informative replies Sing and Pro


Yes you would want to haggle in a turns based game. If it is a high turns game then you "might" run a world_whatever script, however TurboSST and the like will burn your turns up very fast. The world_whatever scripts are designed for speed and not turn management. Sometime it might be fun to see just how quick the scripts I used for unlims would burn say 5k turns.

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Sat Jun 30, 2007 2:21 pm
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SteveH_66 wrote:
OK, I know what you're saying there, but how about in a turn game - when there are a lot of turns? Wouldn't you want to try to maximize your profit since you have a limited amount of turns, even though it's a fairly high limit? Thanks for the informative replies Sing and Pro



it would depend on how high the turns are, In most cases TSST is a bad way to go. 20k I could see and have use it but anything lower than that you would be better off running SST+jet or something. Of course that is just my opion.

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Sat Jun 30, 2007 3:04 pm
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Haggling in an unlim for exp, hehe. Yea, bust up planets then let the cashing be your experience maker.

Heh... high turns is still turns. Ever turn is valuable. Use a more efficient method. If you're solo, grab planets and either SSM, SST or SDT... SDT being preferable but harder to set up.

TurboSST runs to a class 0 as it furbs. That's insanely wasteful in a turns game. Get a corpie and run teamSDT, you'll make way more. Think about it, if your competition runs teamSDT and you run turboSST... and they end up with twice the cash, how much is that going to suck?

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Sat Jun 30, 2007 3:24 pm
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Thanks for all the great information guys. Running turboSST or any kind of world_red script in a turn limit game does seem to be a kind of a crazy idea now that I realize how valuable each turn is for red cashing.

Singularity wrote:
Think about it, if your competition runs teamSDT and you run turboSST... and they end up with twice the cash, how much is that going to suck?


Yes, that WOULD suck very much, heh


Sat Jun 30, 2007 5:11 pm
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Heh Sing could probably tell ya how much cash should be earned by each red in about 75% of the edits

I agree with the SDT in a high turns game. You would be amazed how much it makes. I guess if your in a pinch, ie by your self or not much comp. tsst would would it just wouldnt give you a good cash/turn %

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Sun Jul 01, 2007 12:07 pm
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Actually, TeamSDT is really your only choice in a non-MBBS game either high-turn or low turn. If it is MBBS then the sequence is PPT --> SDT --> MegaRob

The biggests issue is whether you are playing on a corp with at least 3 people. If you are playing solo, then you are limited. You can still SDT but you need to set up the ships and have mobile planets.

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Sun Jul 01, 2007 1:13 pm
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You can SDT solo, just with throwaway planets and the potential of losing more on busts.  Iff ptrade is high enough it's still more profitable than SST.
Of course, stock settings are 60% ptrade, and with that value SDT is useless even with a large corp.

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Sun Jul 01, 2007 9:18 pm
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Actually, if you have a good haggle routine, SST is the only way to go in a turns game if you are playing solo... even at 100% PTrade. Your profit per cycle for SST is higher, but it's 3 Turns/cycle vs. SDT's 2. The end result is that you make more per turn with SDT, but you bust every 100 turns vs. every 150 for SST. And as a solo player, a bust is turn-expensive... and turns are cash. The other great aspect of SST is that your opponents can grid right over your vacant cashing sectors and never know it. Later, grid them back (in a non-obvious manner) and cash away.

+EP+

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Wed Jul 04, 2007 5:50 pm
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So what's the best cashing script available for a low turn game.

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Wed Jul 04, 2007 6:04 pm
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ElderProphet wrote:
Actually, if you have a good haggle routine, SST is the only way to go in a turns game if you are playing solo... even at 100% PTrade. Your profit per cycle for SST is higher, but it's 3 Turns/cycle vs. SDT's 2. The end result is that you make more per turn with SDT, but you bust every 100 turns vs. every 150 for SST. And as a solo player, a bust is turn-expensive... and turns are cash.

Uh, this doesn't make sense to me.  Take a 900 turn game.  Say one SST cycle makes you 30k and one SDT cycle makes you 25k.  And say it takes you 30 turns per bust to furb and move the Colt to a clean port.
SST: 180 turns per bust-cycle, earning 30k * 50 cycles = 1500k
8.3k/turn
SDT: 130 turns per bust-cycle, earning 25k * 50 cycles = 1250k
9.6k/turn
Even after factoring out the potential losses (product left on planet, gentorp cost) on SDT, it can come out ahead if ptrade is 100%, and the fact you're making approximately the same amount of cash before each bust means more busts per day just means more cash, not less.  The break-even is at about 75%.  Are you really making less than 75% as much per cycle with SDT than SST at a ptrade of 100%?  I recall making more with SDT with the proper settings even solo, but maybe things have changed with your haggling routine and it's worth more than 33% over SDT.
The other drawback you mention is definitely true, it's impossible to hide your cashing ports when a big honking temporary planet is sitting there under it.  But saying more busts is automatically a bad thing doesn't seem to be thinking it through.  If I could make 5 million credits per turn doing something but had a 50% per turn bust rate, I'd still come out way ahead even if I were furbing 29 times in 900 turns, because the 29 turns where I *didn't* bust earned me 145 mill.  Pain in the Butt to furb more times a day, yes; need more available cashing ports to make up for more busts, yes; but not automatically less profitable.
Edit: Heh, I haven't played with a corp in ages, so almost all of my experience is solo.  Does anyone ever use blue turns for the sell part of an SST loop?  I know the blue does all the furbing/towing, but that generally still leaves turns left over, even with one blue playing handler for two reds.  If Terra's empty and you've already got enough gridders on the corp, would it be valuable to transfer product to the blue to sell?  It'd cost the blue 2 turns to sell it vs the red's 1, but in a low ptrade game (where selling one load at a time is significantly higher value than a one turn trade) could make better use out of those blue turns than otherwise.  Could also simultaneously buydown ore in the mobile planet phase and only result in a 1 turn net loss per load.  (Like everything, it's incredibly settings-dependent, I know.)

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Wed Jul 04, 2007 7:27 pm
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Xentropy wrote:
Does anyone ever use blue turns for the sell part of an SST loop?


Since blues generally have exp under 1000 they won't make as much on the trade. Not sure how much of a difference it is but every little bit helps.


Thu Jul 05, 2007 2:59 pm
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