Death-Warrant wrote:
First off, I wasn’t aware that Churchill's math was what the admins are using these days, but since Pip has said that's it, I‘ll go with that. Personally I think Churchill's calculations are far too simplistic and don’t accurately represents the actual trade environment, they give a very negative view of things. Moreover his calculations are based on profits made by a large and successful team ( which is obviously going to make them impressive ), where they should be confined to individual people and colonies.
The calculations were self evident. The # of ticks per day, the maximum profit for prom sales, and the "cap" were all known or given variables.
That calculation is not perfect, but then the maximum profit with the cap at 1000 is still better than any other commod you can sell to a colony.
Death-Warrant wrote:
It seems that the admins are worried about people grabbing a bunch of prom and adding it just before the colony ticks over, thus making a supposedly massive game breaking profit. Hence I’ve confined my calculations to this assumption, whether I disagree with it or not I might add. In my opinion the only way’s to have a quantities of promethium at hand is to:
A) Have a fully operational prom mine supplying so much prom that 2 hours of decay can still amount to having large amounts of prom available to sell to the colony and be capable of absorbing the costs of its production, as well as the general upkeep of the base itself. Some have already stated that they supply some 750 to 1,500 prom to one or more colonies, and I agree that's a reasonable amount for comparison. Now I can’t go ahead and do the math for this because of several reasons. The first is that I simply don’t know what formula the game uses to calculate prom decay, which I believe is the biggest cost to consider. I can make a simple sliding scale to approximate decay, but quite frankly this is highly inaccurate and I’m not going bother doing all that math for nothing.
B) The second way to have 1,000 plus promethium available is to buy it at the nearest AI base. In my opinion, this is the most likely way people get hold of bulk prom at short notice, for the purposes of selling to a colony. So the following calculations are based on this method.
You've left out methods C, D, and potentially E. All of which give maximized, or near maximized profit for minimal investment or loss. No, I'm not going to feed you the answers. By minimal loss, I mean 0 to 5-6 prom lost before the tick.
As I've written this, I've thought of at least 2 other ways, although they're modifications or enhancements to C, D, or E.
Death-Warrant wrote:
Correct me if I’m wrong or you think this unreasonable.
You're wrong, and have been fairly unreasonable in most of this discussion to date. But I digress.
Decay is simply a function of time from purchase to sale. If you're carting prom 20 jumps in a freighter, then 20% is low. If you're carting prom from an AI station that's in your galaxy and you're using a 4 hera locu, then you might not get any decay.
Death-Warrant wrote:
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Buying.
1) P 1,200 @ C 7,500 = C 9,000,000
2) P 1,200 @ C 10,000 = C 12,000,000
3) P 1,200 @ C 15,000 = C 18,000,000
4) P 1,200 @ C 20,000 = C 24,000,000
1. Left out:
0) P 1,200 @ C 4000 = C 4,800,000.
Go look at Free Market. 4k is not the lowest it goes, but it made the math easier. Also consider, FM has planets that can have colonies on them, and the price is almost always very stable at that 4k mark.
In which case, you'd have:
case FM) P 1,000 @ C 4000 = 4,000,000
Death-Warrant wrote:
Per tick profits:
Assuming you sell at C 30,000 per unit every tick, this is not always the case of course.
P 1,000 @ C 30,000 = C 30,000,000
Sale Price (minus) Cost Price (equals) Profit
1) C 30,000,000 - C 9,000,000 = C 21,000,000
2) C 30,000,000 - C 12,000,000 = C 18,000,000
3) C 30,000,000 - C 18,00,000 = C 12,000,000
4) C 30,000,000 - 24,00,000 = C 6,000,000
0) C 30,000,000 - C 4,800,000 = C 25,200,000
FM) C 30,000,000 - C 4,000,000 = C 26,000,000
You should try any of those numbers vs _any_ other commodity sale, and see how huge they are.
Death-Warrant wrote:
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Now daily profits:
This assumes you are at your computer 24 hours a day and are available for some 15 min’s every 2 hours to feed the colony. Personally I find this highly unlikely myself, even if you had a team-mate or two ( 8 hour shifts each ) help you out, the profits would likely be split between them.
P 1,000 @ C 30,000 = C 30,000,000 * 12 ticks = C 360,000,000
Profit (multiplied) by Tick (equals) Daily
1) C 21,000,000 * 12 = C 252,000,000
2) C 18,000,000 * 12 = C 216,000,000
3) C 12,000,000 * 12 = C 144,000,000
4) C 6,000,000 * 12 = C 72,000,000
Your assumption is flawed in several ways. Your own case A, gives a fully automated way (although inefficient as is) that doesn't involve any more time investment than any other produced commodity.
In cases C and D, the amount of time needed is less than 1 minute per 2 hours, per colony. In case E, no more time is needed than any other produced commodity.
Still, to continue your math:
0) C 25,200,000 * 12 = C 302,400,000
FM) C 26,000,000 * 12 = C 312,000,000
Death-Warrant wrote:
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Now we move on to the monthly figures. We assume all the aforementioned is being done each and every day for 30 days. Quite a boring pursuit if you ask me, but meh.
Ever had to cap for your cash? Or haul prom between AI stations?
blah, blah, blah, lengthy pointless calculations deleted. We get the point that you think it's not alot of money and you have no concept of cooperation between teammembers to maximize profits for the two, 4, 12 of you.
Death-Warrant wrote:
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As I think we can all see, the numbers don’t look so fierce when its broken down. The reality is that at the very best one could make up to 25 billion in 3 months. And that's with a hell of a lot of work as well as being awake and active 24 hours a day, 7 days a week for a full universe length and being alive at the end of it.
What you fail to see is that at a cap of 1000, the number you've assumed throughout, a person can make more money with minimal effort or skill by selling a single commod, than he could make by selling all other commods to that colony combined. And that's at your "average" prom cost numbers.
Death-Warrant wrote:
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Simply put, if I spent the same about of time DGing as I would have to on this, I could make a great deal more cash, even selling it to AI, than what I’ve put up here.
Bullshit. Even using your assumptions, and time tables, you aren't going to make billions in 3 hours of DGing... definitely not consitently/over time.
Copper's a bit of a different matter, but at least only 1-2 people can camp it and make that kind of cash.
Death-Warrant wrote:
And just to add, the only thing a colony timer would add here is a little more precise timing. You would still have to do all the work yourself, that is unless we are proposing that the timer do all this for you
Your own words contradict this...