quold
New Member
Posts: 41
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Post by quold on Jul 20, 2017 14:58:51 GMT -5
Hi All,
Thinking about putting together a new challenge. But, I have a question for you: What is the most useless purchasable hangar in terms of location? Colony HQ is out - it is non-functional.
So far, I'm looking at Vacant 014, 018, 024, 027, or 033 in Downtown, and/or HR Vacant Tower in High Rise. Got any others?
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Post by Denacity on Jul 21, 2017 7:24:34 GMT -5
Probably Highrise
Alpha and Gamma are closest to the Mines Alpha and Riverside have Chemical Hangars Downtown is of course in the middle of everything
Highrise really only has the 2nd Moth factory, which is really only useful in Online games when people are buying a lot of moths.
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Post by techno on Jul 21, 2017 14:18:13 GMT -5
My favourite hangar is gamma h3 as it can access the monorail and is in a good position for stockpiling scavenge if you keep the pirates alive in that crater.Its the first hangar I ever purchased so I always remember it fondly.I thought nothing of downtown 05 until Zedo introduced me to it on an online game.
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quold
New Member
Posts: 41
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Post by quold on Jul 21, 2017 15:41:32 GMT -5
I am a big fan of Gamma H3 as well. But, I'm trying to find hangars that are basically useless due to their location. Gamma H3 is awesome due to its attraction with Body Part sales, and its straight shot run to Flyer's Retreat - which is the fastest replenishing credit bar in the game (translation: it can buy, and keep buying, lots of alcohol and narcotics). I'm looking to find a couple of hangars that will somewhat remove those types of options from the experience.
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Post by Pilot on Jul 22, 2017 13:09:26 GMT -5
I'm curious about why you wondering though? Some of the Riverside hangars are in poor locations, then some of the the pirate spawn ones are especially bad unless your trying to kill them off. The one next to The Software Shack in DT is bad enough it isn't listed till enough properties are purchased.
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krant
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Post by krant on Jul 22, 2017 15:03:58 GMT -5
Any of the Highrise hangars when it comes to undesirable locations.
Vacant 0014 in Downtown actually is not bad for a location since it's situated between a LightWell and the Alpha tunnel and is rather good for a public hangar specializing in repairs for NPC moths who have been involved in nasty dogfights. The thing with Downtown is that even though it's the most central location in MisOp, it's also the most dangerous crater for commerce because of high pirate activity (damn those pesky fools).
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Post by Denacity on Jul 23, 2017 7:11:36 GMT -5
I also hear Downtown 05 is a pretty unpopular hangar
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Post by techno on Jul 23, 2017 7:55:16 GMT -5
I also hear Downtown 05 is a pretty unpopular hangar I only like it because it's in close proximity to one of the lightwells so you get high repair revenue.
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krant
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Posts: 24
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Post by krant on Jul 23, 2017 10:23:13 GMT -5
The usefulness of Downtown 05 depends on what version of Hardwar you're using. Without the UIM patches, Downtown 05 is only really good for a repair shop for NPC moths. If you do have any of those patches installed, Downtown 05 actually becomes a very profitable hangar for producing Alcohol since it's very close to the Sewage Control building, which produces Pure Water and Chemicals at relatively cheap prices and at infinite capacity. Once you've done enough trading with Central Industrial, eventually a Distillery kit will become available for you to purchase and you're ready to start producing your own line of Alcohol. There's a reason why Downtown 05 actually is the most popular among would-be entrepreneurs and merchants; if you can stomach the vexatious pirate activity, this actually is the best hangar to buy in Titan, and Zedo himself said it in his site.
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Post by techno on Jul 23, 2017 18:50:01 GMT -5
Thats why everyone is after you at the end of the game,because they find out where your alcohol came from :-D
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krant
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Posts: 24
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Post by krant on Jul 23, 2017 23:46:42 GMT -5
I don't particularly care about progressing through the game's story just for that bumbling reason. This is about profitability of hangars and not about stressing the importance of the plotline. With that said, I myself favor the challenge of trying to profit in such a dangerous crater like Downtown because it helps keep me busy and I like to multi-task between my jobs.
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quold
New Member
Posts: 41
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Post by quold on Jul 24, 2017 10:18:46 GMT -5
Profiting in a dangerous crater is not as difficult as it seems. It just takes a bit of planning. Example: Get two thugs equipped with Neo Tigers and large pods. Load them up. Exit hangar and eliminate any nearby pirates (time it so that it is just after pirate rest times (00, 0600, 1200, 1800). Order thugs to go to place to sell.
Or, if you are interested in having traders buy directly from your hangar, just be ready to attack some pirates, but mainly, you want to attack those traders who have just bought from you so you can collect the goods and resell them. And, the pirates that are attracted to the area are great for clearing your police record.
This challenge is looking at requiring a manufacturing hangar located somewhere difficult, and then preventing travel through Downtown crater unless it is plot related (or related to getting manufacturing equipment from Central Industrial). I'm playing through it to make sure it is difficult but fun. So far, I'm at day 11 and have just acquired a Narcon, so the game should be over shortly. But, getting to this point has been a bit of a headache. Particularly given some of the other restrictions that I've put in place. I may end up not allowing narcotic manufacturing and removing another restriction so as to encourage more ore transportation - which requires traveling across basically every "outside" crater. A pain, but also challenging.
Thoughts on such a challenge?
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krant
New Member
Posts: 24
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Post by krant on Jul 24, 2017 12:09:15 GMT -5
Profiting in a dangerous crater is not as difficult as it seems. It just takes a bit of planning. Example: Get two thugs equipped with Neo Tigers and large pods. Load them up. Exit hangar and eliminate any nearby pirates (time it so that it is just after pirate rest times (00, 0600, 1200, 1800). Order thugs to go to place to sell. Or, if you are interested in having traders buy directly from your hangar, just be ready to attack some pirates, but mainly, you want to attack those traders who have just bought from you so you can collect the goods and resell them. And, the pirates that are attracted to the area are great for clearing your police record. This challenge is looking at requiring a manufacturing hangar located somewhere difficult, and then preventing travel through Downtown crater unless it is plot related (or related to getting manufacturing equipment from Central Industrial). I'm playing through it to make sure it is difficult but fun. So far, I'm at day 11 and have just acquired a Narcon, so the game should be over shortly. But, getting to this point has been a bit of a headache. Particularly given some of the other restrictions that I've put in place. I may end up not allowing narcotic manufacturing and removing another restriction so as to encourage more ore transportation - which requires traveling across basically every "outside" crater. A pain, but also challenging. Thoughts on such a challenge? That's exactly what I do with the methods you've described above. However, I don't pirate traders or scavengers for their cargo because it's counteracting to my manufacturing business and I would end up losing customers and, worse, get involved with the police. I never wanted to be a pirate because I would rather play cleanly. On the other hand, I do attack pirates if they happen to carry cargo that they pried off from traders and/or scavengers and I'm interested in making a quick profit; you can call me a "reverse pirate" if you will. Regardless, whether or not pirates have cargo, I like to bounty hunt them on a whim. For the aspect of traveling to "outside" craters, I see what you mean; the Mines crater has Prison Mine, which produces 3 of the only available items you can find in MisOp and two of the three (Gems and Ore) are extremely important items to have in demand in many of the hangars in MisOp, including 3 of the manufacturing kits from Central Industrial. It's vexing when the only available source of Gems and Ore is located in such an out-of-the-way place like the Mines crater and there's no other building in the other craters that produces these two items. This is what bugs me the most if I'm interested in the other, rarer items I want to get in MisOp. Also, while I find the value of personal thugs to handle my dirty work attractive, even I find it to be a little too much brainwork for my tastes as it requires even more in the way of micromanagement.
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quold
New Member
Posts: 41
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Post by quold on Jul 24, 2017 14:02:55 GMT -5
I have a really basic approach to thug management (credit due to Teeth): example for loading up on Ore: get two or three thugs equipped with relatively fast Moths with large pods. Fly part way to Mines and clear out pirates on the way. Order the two thugs to go to Prison Mine. Meet them at the Prison Mine. Order them to get out, then get into each moth, buy as max Ore for each Moth/pod. Get back into my Moth, order thugs to go back to my hangar, fly protection (fly ahead to clear out pirates, then circle back now and then to check on them (and make sure they aren't destroyed). Once they are back at home hangar, unload them.
This ends up saving a couple of solo trips. If you're really adventurous (or maybe smart), load up your own Moth with Ore too. Then, as you fly ahead, the pirates will target you. Just be sure you are capable of defeating the pirates before your thugs fly into range.
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krant
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Post by krant on Jul 24, 2017 16:30:25 GMT -5
I rather do solo runs than having thugs do the heavy lifting for me because I prefer the interesting challenge of having to fend off pirates and distracting them from picking off traders and scavengers. To each their own, but it's my preferable way of handling such grueling tasks. After all, I'm definitely no slouch in my Moth piloting skills. ;-)
Besides, referring back to the part of pirating traders and scavengers, it's rather pointless to do so when you've already got your own manufacturing kit and hangar and you're drawing in your customers for profit. The only time it becomes worthwhile is if the cargo comes from hard-to-find-and-produce methods and even that is relatively insignificant.
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