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Using M4s and M5s in trade network in early game
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FriendlyFirePhoenix





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PostPosted: Thu, 13. Apr 17, 05:33    Post subject: Using M4s and M5s in trade network in early game Reply with quote Print

Hi folks

Through plots, bails and jumpgate sales I've come into ownership of several M4s and M5s, as I'm sure most players do. I'm in the early game with just a few mil in the bank. I know I can just sell them but that seems a bit boring.

I was thinking of giving them CLS software and using them as traps in small volume tech factories like microchip, quantum tube facts etc. I am heavily inspired by the CLS guides by Timsup2nothing. However, his guides all use TS ships. Is this sort of thing feasible with small fighters?

These places produce such small volumes I'm not sure if it's worth it. I'm not yet at the stage I can just feed these facts all the resources they need.
I already have some M5s exploring and using for errands here and there and dropping satellites. I'm specifically looking for good ways to use these ships in trade networks. I made a thread about this on Reddit at https://www.reddit.com/r/X3TC/comments/646y9d/x3ap_uses_for_m5s_and_m4s_in_trade_network_in/ and was somewhat disappointed with the response.

Hoping to hear some cool trade network scenarios using small ships! Idea

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Timsup2nothin





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PostPosted: Thu, 13. Apr 17, 05:53    Post subject: Reply with quote Print

Personally I use those ships to sell space fuel. I park a wrecked TS ship at each distillery set to buy cheap (not too cheap or they don't get any). Then I set the small ships to load a small quantity and haul it to any pirate base that I find in race space, where it sells for max price. Also the trading station in Herron's of course.

Sometimes they get blown up. Sometimes they actually get scanned by cops and boot their cargo. Sometimes the pirate base gets blown up and they sit idle until I notice. After a little while I get so popular with the pirates that I feel safe sending full speed M5s down pirate alley to the trading station in Akeela's.

The operation makes credits at a reasonable pace. Certainly enough to cover what I could make selling the ships. It also gives me a pretty good source of experienced pilots.

You can do similar things with small missiles and such, but it won't make much money. A wrecked TS can buy them at the factory, but usually not for really cheap, and then M5s can run small amounts to various EqDs and such for average price.


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Ripskar





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PostPosted: Thu, 13. Apr 17, 09:31    Post subject: Reply with quote Print

Possible though I always use TPs for tech trading.
Higher end weapons (not counting missiles) don't take a huge amount of room, a factory only produces 8 HEPTs at a time.
Obviously you'll be limited to M cargo (M4 & Discos) so M3s might be more capable and the M5s wouldn't even be able to do that.
They tend to be an alternative to a satellite and storage crate for random gubbins I don't need but don't want to sell either.


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FriendlyFirePhoenix





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PostPosted: Thu, 13. Apr 17, 12:57    Post subject: Reply with quote Print

@Timsup2nothin

I feel giddy. Like I've just met a celebrity.

I am looking forward to giving this a try. Unfortunately the pirates loathe me like my kid loathes vegetables so it won't be easy to put this plan into action. I have some mods installed, including true relations from Improved Races 2 so every action which impresses a race just makes the pirates even angrier. I suppose the Herron's Nebulae trade station is less of an issue, so I might start with that.

Also I've read elsewhere the police only scan your player ship. Do they really scan your other property too?

@Timsup2nothin & @Ripskar

What about computer components, microchips or quantum tubes? These are all S sized cargo that any 'ol M5 can lug around. Or is there just not profit in these?

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Triaxx2





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PostPosted: Thu, 13. Apr 17, 14:12    Post subject: Reply with quote Print

Quantum Tubes I don't know a good sink for, but Computer Components and Microchips are good sellers. Unfortunately I don't think the profit margin is too high.

Strangely, and counter-intuitively, I find Energy Cells to be the best money maker with M5/M4 traders. While the profit margins are tiny, and at TS size wouldn't make much, at M4 size, they're just enough you'll be making a constant profit, and they're fast enough to get to stations and sell before bigger NPC ships slice off all your profits.


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Ripskar





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PostPosted: Thu, 13. Apr 17, 14:28    Post subject: Reply with quote Print

Very rare you can get them at a decent price, as such the profit margin is pathetic unless you're building them.


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Honved





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PostPosted: Thu, 13. Apr 17, 14:59    Post subject: Reply with quote Print

Except for dealing in a few high-value items like Crystals, Computer parts, and weapons, the limited storage capacity of M4 and M5 fighters will barely (if at all) cover the salaries of the pilots, particularly as they gain experience and demand more money. You can assign them as CLS pilots to move only those specific goods, and make it work, but otherwise you're better off selling the ships and buying a few TS freighters.

Granted, in a couple of games, I've dedicated a bailed Buster Hauler or other fighter that I had on hand as a CAG for a less critical factory in order to train up a pilot. Once the pilot got some experience and I had a TS available in the vicinity, I transferred them to the TS.

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Timsup2nothin





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PostPosted: Thu, 13. Apr 17, 17:43    Post subject: Reply with quote Print

FriendlyFirePhoenix wrote:

What about computer components, microchips or quantum tubes? These are all S sized cargo that any 'ol M5 can lug around. Or is there just not profit in these?


These can be profitable because they are consumed as secondary resources. But setting up distribution that will buy them cheap is hard, because NPCs tend to buy them as soon as they get below average prices. NPCs also tend to unload them at buyers before the buyers reach even the reduced maximum price for a secondary resource. So the only way to make good profits here is if you have a strong enough network to genuinely corner the supply, and that's gonna take more than M5/M4 shipping.


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On Her Majesty's Secret Service-Dead is Dead, and he is DEAD

Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress

HEY! AP!! That's new!!!
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AleksMain





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PostPosted: Thu, 13. Apr 17, 18:49    Post subject: Re: Using M4s and M5s in trade network in early game Reply with quote Print

FriendlyFirePhoenix wrote:
Hi folks

Through plots, bails and jumpgate sales I've come into ownership of several M4s and M5s, as I'm sure most players do. I'm in the early game with just a few mil in the bank. I know I can just sell them but that seems a bit boring.

I was thinking of giving them CLS software and using them as traps in small volume tech factories like microchip, quantum tube facts etc. I am heavily inspired by the CLS guides by Timsup2nothing. However, his guides all use TS ships. Is this sort of thing feasible with small fighters?

These places produce such small volumes I'm not sure if it's worth it. I'm not yet at the stage I can just feed these facts all the resources they need.
I already have some M5s exploring and using for errands here and there and dropping satellites. I'm specifically looking for good ways to use these ships in trade networks. I made a thread about this on Reddit at https://www.reddit.com/r/X3TC/comments/646y9d/x3ap_uses_for_m5s_and_m4s_in_trade_network_in/ and was somewhat disappointed with the response.

Hoping to hear some cool trade network scenarios using small ships! :idea:



I think, that better to sell all such ships and buy some other ship(s).

If you want to trade, then buy TS ship(s).

If you want to fight, then buy better battle ship.

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Nanook
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PostPosted: Thu, 13. Apr 17, 20:01    Post subject: Reply with quote Print

FriendlyFirePhoenix wrote:
...
Also I've read elsewhere the police only scan your player ship. Do they really scan your other property too?...


Yes, they do. If you want to use your M5/M4 collection for such duty, make sure you use fast ones with fully upgraded speed. It lessens the risks.


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jorganos





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PostPosted: Thu, 13. Apr 17, 23:00    Post subject: Reply with quote Print

IMO it depends on the type of M4 and M5 you can buy.

I tend to keep a certain number of these for those situations where a stranded pilot wants a ship of his faction (homesickness sales). While the investment may take some cash out of your flow, the margin can easily be 100fold. You do need to get them into place quick enough, though - making that used TM an essential buy, even if it has only one decent marine on board. (The others can be used to increase the value of TP homesickness sales.)

If used for trading, they should have enough speed to escape pirates or police and be able to carry M class cargo. If slower than 210 m/s, M4 make no sense, and should be sold. M4+ make quite good escorts, unless they are Teladi in origin. Still, fighter drones do this job well, too.

M5 with built-in triplex scanner make excellent scouts and should be equipped with explorer software. Mineral scanners cannot hurt, either.

M5 with M cargo and cargo life support system can be held in reserve near jump gates for individual passenger missions.,


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Nanook
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PostPosted: Fri, 14. Apr 17, 00:47    Post subject: Reply with quote Print

jorganos wrote:
IMO it depends on the type of M4 and M5 you can buy....


The OP isn't buying new ships, he's collecting used and captured ships so his choices are somewhat limited.


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Timsup2nothin





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PostPosted: Fri, 14. Apr 17, 02:10    Post subject: Reply with quote Print

Nanook wrote:
FriendlyFirePhoenix wrote:
...
Also I've read elsewhere the police only scan your player ship. Do they really scan your other property too?...


Yes, they do. If you want to use your M5/M4 collection for such duty, make sure you use fast ones with fully upgraded speed. It lessens the risks.


The other key is to limit their cargo. I've never gone broke from a CLS pilot kicking a half dozen space fuel overboard.

However, I once had a CLS mercury set to buy cheap and sell for max running back and forth in Herron's right at the start of a game. He was buying all I could afford (not much, but growing) and more than doubling my money each run...until he jettisoned my entire fortune.


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Trapper Tim's Guide to CLS 2

On Her Majesty's Secret Service-Dead is Dead, and he is DEAD

Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress

HEY! AP!! That's new!!!
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Triaxx2





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PostPosted: Fri, 14. Apr 17, 13:28    Post subject: Reply with quote Print

Hire apprentices and don't give them Trading System Extensions, so they'll never level up. Apprentices don't get paid. Internships for everyone.


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hisazul





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PostPosted: Fri, 14. Apr 17, 21:13    Post subject: Reply with quote Print

That would not be X universe then, it be china/america.


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