[Bonus Plugin] Commercial Agent
Posted: Thu, 24. Aug 06, 20:13
Name: Commercial Agent
Version: 3.2.00
Date: 06.08.2006
Scripter: Lucike
Version: 3.2.00
Date: 06.08.2006
Scripter: Lucike
- Overview
The Commercial Agent, as a representative for his homebase, will buy and sell wares for his homebase within a certain jumprange. Over time the pilot will learn to use this software more efficiently; nobody starts out as an expert. Additionally, he might participate in special training courses by utilizing his trading computer extension. Those training courses are offered in the pilot's homebase at specified time intervals.
Quickstart
1. Equip a TS class transporter with Navigation Software MK1, Trading System Extension, Trade Command Software MK1 and MK2
2. Assign a homebase
3. Choose the command "Start Commercial representation"
Additional pilot qualifications:
Apprentice
The apprentice buys resources for his homebase. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.
Auxiliary courier
The auxiliary courier buys resources and sells products for his homebase. Furthermore, he can buy or sell goods to equipment docks and trade stations. He can also have these stations as homebase. The auxiliary courier is paid a wage of 20 credits per mizura flown, paid after each trip.
Courier
The courier coordinates with his homebase and sector colleagues. He will equip his ship with more speed and agility, and fighter drones if they can be bought in the current sector. The courier is paid a wage of 25 credits per mizura flown, paid after each trip.
Freighter pilot 2nd class
The freighter pilot 2nd class can handle intermediate products of a complex in addition to its products and resources. He can use a jumpdrive if one is installed. The freighter pilot 2nd class is paid a wage of 30 credits per mizura flown, paid after each trip.
Freighter pilot 1st class
The freighter pilot 1st class monitors the financial situation of his homebase and when funds are too low he will only sell products. He also monitors the trade radio traffic and does not enter any sectors with enemy ships or pirates. The freighter pilot 1st class is paid a wage of 35 credits per mizura flown, paid after each trip.
Freighter pilot
The freighter pilot searches for new trade possibilities during flight and takes care of these, if possible, in the current flight. Furthermore, he keeps his ship in good condition and repairs it at a shipyard when needed. The freighter pilot is paid a wage of 40 credits per mizura flown, paid after each trip.
Equipment and Prerequisites:
- A small class ship (M5, M4, M3, TS, TP) or a ship of the corvette class (M6)
- Trade Command Software MK1 and MK2
- Navigation Software MK1
- Fight Command Software MK1 (optional: change the behaviour at contact with the enemy)
- Boost Extension (optional: increases the jump energy reserve from 10% to 20% of maximum cargo)
- Duplex- and Triplex-Scanner (optional: decreases the minimum jump range by one sector)
- Trading System Extension (optional: needed to participate in training courses)
- Jump drive (optional: can be utilized after a special training course)
Usage:
The command "Start Commercial representation" in the Trade Menu is visible if the ship has the necessary software installed and meets the other prerequisites.
In general, the pilot deals with the complete line of wares at his homebase. However, the pilot can be ordered not to trade with certain wares. The ware's lock is toggled with the command "Ware lock/unlock" in the Additional Ship Commands Menu.
The command "Configuration", found in the Additional Ship Commands Menu, can handle many things. Here is a list of all possible orders.
Input - {0} {0} {0}
The pilot sends a report containing the payment received up to now, the flight time and the income.
Input - {0} {1} {X}
The pilot adds informations to the name of the ship.
(X = 0 Information service deactivate; X = 1 Extended information)
Input - {0} {4} {X}
The pilot logs the transaction data of every transaction to the company server. (Logfile 8001). (X = 0 deactivate; X = 1 activate)
Input - {1} {0} {0}
The pilot deletes all his operating data.
Input - {1} {1} {0}
The pilot deletes his achievements overview.
Using the command "Configuration" the buying and selling settings for hte pilot can be adjusted. Here a list of all possible orders.
Input - {2} {0} {1}
The pilot does not trade with other Player-owned stations.
Input - {3} {0} {0}
The settings are reset to default.
Input - {3} {1} {A}
Apprentice or higher: Resources are bought when stock is below A% (default 80%)
Input - {3} {2} {B}
Apprentice or higher: Resources are bought when the station's credit balance is at least B Credits (default 30,000 credits)
Input - {3} {3} {C}
Auxiliary Courier or higher: Products are sold when stock is above C% (default 20%)
Input - {3} {4} {D}
Auxiliary Courier or higher: Products are sold if the pilot can load D% into his cargobay (default 30%)
Input - {3} {5} {E}
Freighter Pilot 1st class or higher: Ignore the product selling regulations if the station's bank balance is below E Credits (default 20,000 Credits)
Input - {3} {6} {F}
Freighter Pilot 2nd class or higher: Buy intermediate products when stock is below F% (default 10%) and when the station's credit balance is at least B Credits (default 30,000 credits).
Input - {3} {7} {G}
Freighter Pilot or higher: Intermediate products are sold when stock is above G% (default 80%)
Input - {4} {X} {Y}
The pilot uses the sector at coordinates X, Y as the center for his jump radius.
Otherwise, the pilot uses the stations' sector as the center.
Further information:
Special: On the initial start no commodity is allowed to be loaded on the ship, except installed weapons and shields, missiles of any type, combat drones and jump energy. If you deliver commodities to a tl class transporter no credits are being transferred. You can only select trading stations, equipment docks or tl class transporters as suppliers if they are set to be the homebase of the ship. No credits are being transferred in this case, too.
Jump Drive: If a jump drive is installed, the pilot will supply himself with energy from the homebase. He may buy energy from other sources, too, if he is not doing a chain supply tour. The pilot may jump to adjacent sectors if both scanner types (duplex/triplex) are installed. Normally a jump will only be done if the distance is at least one sector in between. Scanner range is not being enhanced.
Enemy contact: If the freighter has the Fight Command Software MK1, then the pilot may make his ship safer. He buys fight drones in the current sector and equip his ship with more speed and agility. If the experienced pilot has a jump drive, then he can venture into unsafe sectors.
Important: If the pilot works for a complex and his complex is changed during his work, he may need new orders when his current flight is complete.