Ranks: Difference between revisions
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|- | |- | ||
| 117 | | 117 | ||
| | | Course-plotting system | ||
| | | 37,440,000 | ||
| | | 320,000 | ||
| 2,000 | | 2,000 | ||
|- | |- | ||
| 123 | | 123 | ||
| | | Newfangled VR rigs | ||
| ? | | ? | ||
| 320,000 | | 320,000 |
Revision as of 10:01, 21 March 2009
Ranks
Rank | Name | Nr. of ships | Guild dues | Commission (per ship) | SPF |
---|---|---|---|---|---|
0 | Pilot | 1 | 10% | n.a. | n.a. |
1 | Runner | 2 - 9 | 15% | 900 | 300 |
2 | Courier | 10 - 19 | 15% | 800 | 300 |
3 | Merchant | 20 - 49 | 20% | 700 | 300 |
4 | Trader | 50 - 99 | 20% | 700 | 300 |
5 | Trade baron(ess) | 100 - 499 | 25% | 600 | 300 |
6 | Broker | 500 - 999 | 25% | 500 | 300 |
7 | Mogul | 1,000 - 9,999 | 30% | 400 | 250 |
8 | Captain | 10,000 - 19,999 | 30% | 300 | unknown |
9 | Director | 20,000 - ? plus flagship | 30% | 200 | unknown |
10 | Guild leader | ? | ? | 100 (assume) | ? |
Ship pricing formulas are as follows:
- Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)
- Discounted purchase formula: Price = SPF * .75 * (Ships Owned) * (Ships Owned)
- Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)
- Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)
SPF is Ship Purchase Factor and is based on your current rank.
At some moment, when you are Trade Broker, prices of ships are leveled to round figures (upwards). So a ship costs - considering what's above - 2,346,280 credits, you pay 2.4 million.
I believe this is when a ship price reaches over 1 million
Limitations:
- Players with less than 5 ships (Runner) of their own can't recruit
- Players with less than 5 ships can't receive ships as gifts (message: player too inexperienced)
- You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)
- You can keep subordinates up to 5 ranks below your own
- You can't choose a superior more than 3 ranks above your own
- Players with equal ranks (at least up to the rank of Captain) can't choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)
Other information
More information can be found at the page Terms Used.
Upgrades
Some general information
- Upgrades become available based on the number of personal ships you own.
- The general rule is that with every six (6) ships you buy, an upgrade "unlocks" - it can take a while however to get the upgrade offer and it might be necessary to have some buy/sell activity to trigger the upgrade
- Each upgrade improves the fleet efficiency by 50 credits/ship (as far as we know now)
- The initial cost is the cost of the upgrade at the minimum number of ships (see below).
- If you choose to purchase the upgrade later its cost will be: number of personal ships x multiplier, so the initial costs are only when you buy the upgrade at the minimal required amount of personal ships
Overview of upgrades
The following upgrades are available:
No. Ships | Upgrade | Initial Cost | Multiplier | Eff. bonus (total) |
---|---|---|---|---|
3 | Repair Bot | 300 | 100 | 1,050 |
9 | Cargo Pods | 28,800 | 3,200 | 1,100 |
15 | Recalibrate Engines | 108,000 | 7,200 | 1,150 |
21 | Scanner Upgrade | 268,800 | 12,800 | 1,200 |
27 | VR Rigs | 540,000 | 20,000 | 1,250 |
33 | Plasma cooled refrigeration system | 957,000 | 29,000 | 1,300 |
39 | Merchant grade navigation system | 1,528,800 | 39,200 | 1,350 |
45 | Install an Ops module | 2,349,000 | 52,200 | 1,400 |
51 | Engine upgrade | 3,304,800 | 64,800 | 1,450 |
57 | Cloaking device | 4,560,000 | 80,000 | 1,500 |
63 | Second engine upgrade | 6,098,400 | 96,800 | 1,550 |
69 | Low-power thrusters | 7,948,800 | 115,200 | 1,600 |
75 | SUV's | 10,140,000 | 135,200 | 1,650 |
81 | Hire task master/fleet manager | 12,700,800 | 156,800 | 1,700 |
87 | Automated inventory module | 15,660,000 | 180.000 | 1,750 |
93 | Modern repair bots | 19,046,400 | 204,800 | 1,800 |
99 | Armor plating | 22,888,800 | 231,200 | 1,850 |
105 | Light-weight armor plating | 27,216,000 | 259,200 | 1,900 |
111 | Navigational maps | 32,056,800 | 288,800 | 1,950 |
117 | Course-plotting system | 37,440,000 | 320,000 | 2,000 |
123 | Newfangled VR rigs | ? | 320,000 | 2,050 |
129 | Gravity well sling shot | ? | ? | 2,100 |
135 | Experimental fleet of many tiny ships | ? | 355,000 | 2,150 |
141 | Replace the rest of your fleet with smaller, nible ships | ? | 390,000 | 2,200 |
147 | Shrink ray | ? | ? | 2,250 |
153 | Superconductor magnet sweep | ? | 460,800 | 1,300 |
159 | Newer cloaking technology | ? | 500,000 | 2,350 |
165 | Modern scanning system | ? | 540,600 (?) | 2,400 |
171 | Metallic metal armor | ? | 583,200 | 2,450 |
176 | Engines converted to run on soleinium | ? | 627,200 | 2,500 |
Remarks
- From amount of ships needed 111 (Navigational maps), there is no cross-reference yet, so the amount of ships needed and price can be other than mentioned (up to 111 ships, the list is 100% accurate)
- The fleet efficiency can be improved further by:
- Buying colonies (each colony gives 100 credits/ship extra to a maximum of 300 credits/ship)
- Alliances: when on Broker level or higher, one can form alliances and create space ports, at four (4) space ports the fleet efficiency improves with 100 credits/ship
- Permanent raise of efficiency by the Mysterious Vessel: each raise is 100 credits/ship, not known how many times this is possible (based on regular TE it can be maximized by 200 credits/ship)