supplies: 100 base (i think i've seen it drop to low 40s)
fuel: 50 base (high 10s lowest)
lobster: 100 base (i don't think i've seen it that cheap..i got some at sindria for 184 today)
hand weapons: 150 base (not really into this market yet)
drugs: 200 base (not sure)
Organs: 300 base (not sure either, but i'm positive i see it hover around 1000cr)
domestic: 50 base (i don't think i've ever seen it that cheap)
heavy machinery: 150 base (i hardly buy it at market because it's the second most common loot item)
metals: 30 base (so common as a loot item)
rare ore: 75 base (low is in the high 60s)
ore: 10 base (barad B is a great place to find it at 1 cr)
volatiles: 30 base (i think i've seen it at 20cr at time)
Organics: 30 base (same as above)
Food: 20 base (normally it's hard to find dirt cheap but i've seen it at 9cr at Yma's pirate base)
Marines: 500 base (Yma's neutral base always has over a dozen for sale at 233cr)
The tricky thing with narrowing down high and low is hovering over your cursor on the item will show really low prices, but there's no notation that the market was out of stock. Plus, on the flip side, i haven't been paying attention to courier mission rewards. i really should.
- showing 277 lobster contract at Askonia to Arcadia for 60days: base payment is 672cr per unit...i recently (4 days ago) bought 317 units at 240cr after tariff. so that would be 120,000cr profit right there
- showing 500 organics contract at Askonia to Askonia for 30 days for a 46,500cr reward, plus 51,000 bonus within 15 days. i just bought 500 on the market at Sindria for 20527cr after tariffs (32cr listed before tariffs)....which would be GREAT except pirates hate me so can't accept. good thing i saved game before i bought, eh? haha
disclaimer: i lucked out with the lobsters. normally all courier missions suck for either volume, time, distance or faction relations.[/list]
As for crew, i suppose there's a revenue generator if you sold your elite crew on the market and bought greens. looks like the profit (after tariffs) is 50cr...sounds grindy though, but hey definitely a dependable profit engine.
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the other issue is being able to field a burn 11 smuggler team (emergency at 16) of Cerberus vessels (i usually use lashers as heavy escort)...i suppose one could sacrifice 1 burn by adding Phaeton fuel tankers and Mule cargo haulers.
I haven't tried tugs yet. how do they work? can you cheat and have one tug for the whole fleet to get up to 9 burn? (apparently not. not only that it's only adding +1burn to slowest ship) thing is though, i'm not really happy with emergency burn recovery costs at this point.
i need to test this. okay, i'm going to run from a planet for one full burn* and back with another emergency on a single ship each, listing supplies**/fuel lost enroute and repair (i suck at math so didn't realize it would take the same time for each ship the way i set the test up. 5 days exactly)
- Lasher ... 4 supplies/2 fuel (~6.5 squares return trip)
- Cerberus ... 4 supplies/2 fuel (~6.5 squares return trip)
- Mule ... 8 supplies/4 fuel (~6 squares return trip)
- Phaeton ... 4 supplies/4 fuel (~6 squares return trip)
- Atlas ... 11 supplies/20 fuel (~5 squares return trip)
- Atlas with Tug*** ... 14 supplies/30 fuel (~5 squares return trip)
*-i'll be heading in a straight line for an entire emergency burn plus the full recovery time before ordering a return to port which has been orbiting perpendicular to the ship's heading.
**-elite crew & character has level 0 in fleet logistics, although has lvl10 combat aptitude (i assume since start?)
btw, using veteran crew it seemed i was 5% slower, and i swear i was using a bit more supplies ***-officer commanding tug had lvl0 combat aptitude
HYPERSPACETrying a cerberus solo flying from sindria to the jump-point then off to various destinations using emergency burn constantly i beelined to magec star in 4.75 days (including 1 day in normal space) with no pirates and only one small storm (5 supplies and 7 fuel)...taking a mule instead cost me 9 supplies and 15 fuel and i think it took me 5 days total? cost two emergency burns total each of those hyperspace tests.
found out the scale in hyperspace is identical to normal space (faster and thus cheaper than i assumed). i also found out my timer for 'daily' supply usage was at the 1800hr mark. heh. And that when loading a game it will remember your 'paused' setting from before you hit 'load'
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HEYYYYYYYYY...while testing and wondering wouldn't that be cool if i could test the same thing from a station in hyperspace - i wonder if that's what outposts will be?