GDD Posted July 19, 2004 Report Share Posted July 19, 2004 Right its abit more complex than I first thought I've got to heavy plasma, decoder and flying suits, just scouting the game though I have probs with money , I just want it easy and yes btw I'm on the basic setting and still find it hard Link to comment Share on other sites More sharing options...
ticklemeozmo Posted July 20, 2004 Report Share Posted July 20, 2004 Well, you might wish to try making items just for sale. Early in the game (and every user on the forums will give you a different answer for this) you should try to mass produce either Medi-kits or Laser Rifles for sale. You pay your engineers by the month, so if they aren't making you money by making you items, the are costing you a lot. Otherwise, make sure you attack every ship and be careful. UFO Power Sources go for tons of cash. And you probably won't need all those Alloys. Really, do you need 34 Sectoid corpses? Most items picked up that you've researched can be sold. Alien Entertainment, Alien Food, etc... Difficulting setting affects only the reaction of aliens to your attack (higher difficulting setting, more likely that aliens will not ignore you shooting down your UFOs and attempt more missions to Earth) and armor on aliens (I think). Link to comment Share on other sites More sharing options...
GDD Posted July 20, 2004 Author Report Share Posted July 20, 2004 hum well yes I have read one of the many "bibles".... hehe seeling stuff etc is a good money maker... I prefer the blasting aliens bit, prefer them to go down with one shot also:P Link to comment Share on other sites More sharing options...
Paladin Posted July 22, 2004 Report Share Posted July 22, 2004 (edited) I definitely build Motion scanners for profit, then I switch to Laser cannons when I have the tech... Why, because they're the highest profit-makers that don't cost Elirium or alloys!! Here's an extract from Kuo-Sheng (Kasey) Chang's UFO Strategy Guide :UFO Strategy GuideThe last number is the one you'll have to consider, it's the monthly profit you gain if 100 engineers work on that item nonstop, you'll need to consider what raw materials you'll be willing to sacrifice on it... :happybanana: Recently, we at the XCOM Business Institute (our motto: "If it's worth doing, it's worth analyzing to death") spent all last night to bring you the following table. The basic assumption is that you are willing to support engineers long-term in order to make a profit. I calculated results for a hypothetical 2 workshop operation. You would get slightly better results with larger facilities, due to the economy of scale. [some numbers are rounded to the nearest 1000 (K) for space] Work Eng Raw Sale Unit|Monthly|Net Item Space Hrs Material Cost Price P R O F I T ----------------------------------------------------------------- Motion Scanner 4 220 - 34K 45K 11K 3765K 1275K Medikit 4 420 - 28K 46K 18K 3146K 656K Psi Amp 4 500 1E 160K 194K 29K 4242K 1752K Personal Armor 12 800 4A 22K 54K 6K 491K - Power Suit 16 1000 5E+5A 42K 85K - - - Flying Suit 16 1400 16E+5A 58K 115K - - - Alien Alloys 10 100 - 3K 6K 3K 2343K 3K Elerium 115 - - - - 5K - - - Laser Pistol 2 300 - 8K 20K 12K 2916K 376K Laser Rifle 3 400 - 2K0 36K 16K 3049K 534K Heavy Laser 4 700 - 32K 61K 29K 2958K 468K Plasma Pistol 3 600 1A 56K 84K 21K 2586K 71K Plasma Pistol Clip 4 60 1E 2K 4K - - - Plasma Rifle 4 820 1A 88K 126K 32K 2787K 297K Plasma Rifle Clip 4 80 2E 3K 6K - - - Heavy Plasma 4 1000 1A 122K 171K 43K 3078K 588K Heavy Plasma Clip 4 80 3E 6K 9K - - - Blaster Launcher 5 1200 1A 9K0 144K 47K 2797K 332K Blaster Bomb 3 220 3E 8K 17K - - - Small Launcher 3 900 1A 78K 120K 35K 2846K 331K Stun Bomb 2 200 1E 7K 15K 3K 1166K - Alien Grenade 2 200 2E 6K 14K - - - Mind Probe 4 1200 1E 262K 304K 37K 2202K - UFO Power Source 22 1400 16E+5A 130K 250K 7K 310K - UFO Navigation 18 1600 3A 150K 80K - - - Fusion Ball L'cher 6 400 1A 242K 281K 39K 6836K 4396K Fusion Ball 6 600 4E 28K 53K 5K 617K - Laser Cannon 6 300 - 182K 211K 29K 6760K 4320K Plasma Beam 8 500 15E 226K 267K - - - Tank/Laser Cannon 25 1200 - 500K 594K 94K 4371K 2406K Hovertank/Plasma 30 1200 30E+5A 850K 980K - - - Hovertank/Launcher30 1400 25E+8A 900K 1043K - - - HWP Fusion Bomb 25 400 5E+8A 15K 31K - - - First six columns are just basic information from my version of XCOM. (Note: I have seen posts stating that UFO has higher sale prices for some items, notably armor!) The 'Unit Profit' column is sale price minus cost, minus the cost of any E-115/Alloy used in manufacture. A '-' means a net loss, no further analysis. 'Monthly Profit' column is based on an "XCOM Month" of 24*31 = 744 hours. The calculation is number of engineers that fit in two workshops times 744 times unit profit, divided by the hours required to make one item. For example, the monthly profit for Motion Scanners is 96*744*11600/220 = 1275993 (1275K). The 'Net Profit' column is the bottom line. Monthly expenses are the salaries of as many engineers as fit in the workshops times $50K, plus the maintenance on 2 workshops and 2 living quarters. As you can see, Fusion Ball Launchers are the winner, narrowly edging out Laser Cannons. A profit can be made early in the game on motion scanners, however. One final note: It costs roughly $7M to hire engineers and build the facilities, so you'll need to 'borrow' some money (preferably from alien supply ships to get started.:happybanana: Edited July 22, 2004 by Paladin Link to comment Share on other sites More sharing options...
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