14.11.2012 Views

THE JUMPGATE DEFINITIVE GUIDE - Tripod

THE JUMPGATE DEFINITIVE GUIDE - Tripod

THE JUMPGATE DEFINITIVE GUIDE - Tripod

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

have shipped in. We are trying to focus our resources specifically on what we<br />

are trying to produce.<br />

Most Quantar missiles have the same requirements, so we probably cannot do<br />

much about those. But Rubber production could potentially be stopped, perhaps<br />

by buying up some Antimony or Chemicals.<br />

Note: This is probably a futile exercise if you are only expecting to produce a<br />

few Purgs. Production of other items will take time to finish because required<br />

commodities may already be stored in the station's hidden inventory.<br />

In future attempts, consider the extent of conflicting production processes in<br />

your choice of station. Perhaps consider re-distributing troublesome<br />

commodities to other stations (although they often come back as other pilots'<br />

cargo missions, so don't waste too much time... it will drive you mad).<br />

9. Make a note of the public market volume of the commodities used to make<br />

Purgs and those other things with conflicting production processes. Now sell all<br />

the Purg production commodities you are holding, and watch the market.<br />

The first thing to watch is what volume the station immediately purchased of the<br />

commodities you sold. You will start to see how large its hidden inventory is for<br />

those items. Note that you do not know what was in the hidden inventory to<br />

start with, so you cannot be entirely sure about its size.<br />

Let a few cycles run (remember to buy up the Purgs as they are produced).<br />

Watch how the volumes of commodities making Purgs and other production<br />

conflict items change. Watch how many Purgs and other production conflict<br />

items are produced. Keep an eye out for other pilots buying or selling, and<br />

remember that they may sell certain commodities which will go straight into the<br />

hidden inventory. The aim here is to start to understand how many Purgs the<br />

station produces each cycle, and what approximate proportion of required<br />

commodities are used up for each Purg. You should start to see certain<br />

patterns, like a consistent number of new purgs each cycle, and an above<br />

average use of Explosives. Be aware that much may be happening that is not at<br />

first clear. For example, stations tend to buy commodities up faster than they<br />

use them. If volumes of a commodity are large, you may experience decay.<br />

In future attempts, consider how to better balance the volumes of required<br />

commodities supplied to the station, so they all (eventually) run out at about the<br />

same time. Perhaps balance your deliveries so that production of Purgs does<br />

not exceed the amount you can buy and store. Experiment with different<br />

stations: Quantar Core, for example, may be more convenient and more<br />

efficient, but may be found to have a lower rate of production and more pilot<br />

activity. More pilot activity may be helpful, but sometimes results in commodities<br />

you want to stay on the market being moved elsewhere, the sale onto the<br />

market of commodities that somehow hinder Purg production, or other pilots<br />

buying up 'your' Purgs before you can get to them.<br />

154

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!