Extralucas Posted April 6, 2004 Report Share Posted April 6, 2004 (edited) Some UFOs are bigger than others, thus you get more money for recovering and selling 'em. Sometimes it paysback to use suicide runs with rookies, but sometimes it might appear to be plain loss of cash. (Amount of Alien Alloys isn't always the same.) Added max crew based on Kasey Chang's Strategy Guide. Small ScoutAllien Alloys................1TOTAL WORTH.............6 500$Max crew: 1 Medium ScoutUFO Power Source........1UFO Navigation.............2Alien Alloys..................11Elerium 115..................50TOTAL WORTH..............731 500$Max crew: 9 Large ScoutUFO Power Source.........1UFO Navigation..............2Alien Alloys....................35Elerium 115....................50TOTAL WORTH................887 500$Max crew: 13 HarvesterUFO Power Source...........2UFO Navigation................10Alien Food.......................14Alien Surgery...................8Alien Alloys......................65Elerium 115.....................100TOTAL WORTH..................2 804 500$Max crew: 21 AbducterUFO Power Source.............2UFO Navigation..................2Examination Room.............4Alien Alloys........................70Elerium 115........................100TOTAL WORTH....................1 651 000$Max crew: 18 Terror ShipUFO Power Source..................4UFO Navigation.......................8Alien Entertainment................8Alien Alloys............................92Elerium 115...........................200TOTAL WORTH........................2 800 000$Max crew: 14 Supply ShipUFO Power Source...............3UFO Navigation....................4Alien Food..........................20Alien Surgery......................2Alien Alloys..........................141Elerium 115..........................150TOTAL WORTH.......................2 912 500$Max crew: 20 BattleshipUFO Power Source..................4UFO Navigation......................4Alien Entertainment................24Alien Alloys............................227Elerium 115............................200TOTAL WORTH........................4 275 500$Max crew: 22 I wanted the data to be true so all the UFOs landed without my help. Unfortunately I couldn't get any of Terror Ships to land, it always resulted as Terror Site. Also Alien Alloys amount seems to be different each time you assualt the UFO, but the differences shouldn't be wide. Edited April 8, 2004 by Extralucas Link to comment Share on other sites More sharing options...
Robo Dojo 58 Posted April 6, 2004 Report Share Posted April 6, 2004 I've only been able to get terror ships to land by shooting them down.I remember that they have 4 power sources, but you have almost no chance of finding them intact. It'll probably take alot of work to get that data. -_- Alien alloys are destroyed when you shoot down a wall. So, for the full values, you'd need to do a mission without destroying a wall. (lots of PSI? ) On a similar note, I remember getting 71 alloys on the abducter. Could you add how many aliens there are in a UFO? The average alien is worth about 210K (corpse+HPlas+grenades), so it would make a big difference on UFO assaults. Link to comment Share on other sites More sharing options...
j'ordos Posted April 6, 2004 Report Share Posted April 6, 2004 (edited) you could use xcomutil : it has an option where you can select the ship type. Wait until some scout lands, and select the terror ship. edit: does the Harvester really have 10 navigation systems? Edited April 6, 2004 by j'ordos Link to comment Share on other sites More sharing options...
Crus8r Posted April 6, 2004 Report Share Posted April 6, 2004 I've recovered an intact Terror Ship before...this is what I got: UFO Power Source..................4UFO Navigation.......................8Alien Entertainment................8Alien Alloys............................92Elerium 115...........................200 The alloys may be off a trifle...don't remember if I (or the aliens) shot thru any walls. - Crus8r Link to comment Share on other sites More sharing options...
Extralucas Posted April 6, 2004 Author Report Share Posted April 6, 2004 (edited) I've recovered an intact Terror Ship before...this is what I got: UFO Power Source..................4UFO Navigation.......................8Alien Entertainment................8Alien Alloys............................92Elerium 115...........................200 The alloys may be off a trifle...don't remember if I (or the aliens) shot thru any walls. - Crus8rGreat, I added it to the previous post. All left to do is to calculate how much is this stuff worth. EDIT:4x250k+8x80k+200x5k+8x20k=1M+640k+1M+160k=2.8M Edited April 6, 2004 by Extralucas Link to comment Share on other sites More sharing options...
Robo Dojo 58 Posted April 6, 2004 Report Share Posted April 6, 2004 Woah. Small scouts are, um... worthless. But for everything else, it seems to be worth sending in rookie suicide squads all the time. As long as you win more often than you lose, you will make money. It's even worth losing 2 interceptors to get a battleship, it seems. Link to comment Share on other sites More sharing options...
Extralucas Posted April 6, 2004 Author Report Share Posted April 6, 2004 If you down the battleship you probably destroy 2 Power Sources (500.000$) and 100 E115 (500.000$) along with some alien alloys. Together you lose over 1M $, so it's the best to let the UFO land. 14 rookies cost you 560.000 $, so you still get profit out of it, even if only 1 of 'em survives. Link to comment Share on other sites More sharing options...
[stewart] Posted April 7, 2004 Report Share Posted April 7, 2004 Hey thanks for figuring this out!!! By the looks of things the Harvester is the best bang for the buck, in terms of raw dollar value vs crew size. Link to comment Share on other sites More sharing options...
Extralucas Posted April 8, 2004 Author Report Share Posted April 8, 2004 you could use xcomutil : it has an option where you can select the ship type. Wait until some scout lands, and select the terror ship. edit: does the Harvester really have 10 navigation systems? http://www.xcomufo.com/ufo/harvester3.jpg Also added max crew for each ship, based on Chang's Strategy Guide. Link to comment Share on other sites More sharing options...
[stewart] Posted April 8, 2004 Report Share Posted April 8, 2004 Can you confirm that with observation? Just use Xcomutil to make the bugs behave. Link to comment Share on other sites More sharing options...
[stewart] Posted April 8, 2004 Report Share Posted April 8, 2004 you could use xcomutil : it has an option where you can select the ship type. Wait until some scout lands, and select the terror ship. No way, Harvester. No terrorists, it's a little more in value, has a lot less crew plus a single interceptor with avalanche can down it easily. Link to comment Share on other sites More sharing options...
[stewart] Posted April 8, 2004 Report Share Posted April 8, 2004 Also added max crew for each ship, based on Chang's Strategy Guide.Actually I just thought you have to confirm Max crew size! Why? To count the value of the alien corpses to add to the total! Link to comment Share on other sites More sharing options...
j'ordos Posted April 8, 2004 Report Share Posted April 8, 2004 you could use xcomutil : it has an option where you can select the ship type. Wait until some scout lands, and select the terror ship. No way, Harvester. No terrorists, it's a little more in value, has a lot less crew plus a single interceptor with avalanche can down it easily. In the beginning, he didn't have the stats for Terror ships yet, I merely gave him an option how he would be able to get one quickly Link to comment Share on other sites More sharing options...
BladeFireLight Posted April 9, 2004 Report Share Posted April 9, 2004 you could use xcomutil : it has an option where you can select the ship type. Wait until some scout lands, and select the terror ship. edit: does the Harvester really have 10 navigation systems? http://www.xcomufo.com/ufo/harvester3.jpg Also added max crew for each ship, based on Chang's Strategy Guide. I count 10. 2 against the west wall. and 4 each for the tables -Blade FireLight Link to comment Share on other sites More sharing options...
Extralucas Posted April 18, 2004 Author Report Share Posted April 18, 2004 Also added max crew for each ship, based on Chang's Strategy Guide.Actually I just thought you have to confirm Max crew size! Why? To count the value of the alien corpses to add to the total! I guess we have to trust USG. Besides this value is extremly random, so there's not really a point in acquiring this data. And, if USG is correct, 4 squares alien = 4 normal aliens. While attacking floater battleship you can earn 20k$ for a single Reaper, or ~700k$ for 4 Floaters (4 corpses = 80k, 4 Heavy Plasmas = 576k, clips & grenades = additional thousands of $). Link to comment Share on other sites More sharing options...
Zombie Posted April 12, 2005 Report Share Posted April 12, 2005 I was browsing through old threads the other day, and this one in particular caught my interest. See, I collected this very data about 8 years ago. As I was comparing my info to Extralucas's, I noticed some errors. After double-checking my data yesterday, I determined the errors were with him:1) Abductors have 5 navigations, instead of 2.2) Battleships have a maximum of 231 alien alloys, not 227.3) There must be a calculation error in his Terror Ship total. First, I'll show how much each UFO part nets you on the open market just so we are on the same page: Small Scout Item Qty Sell Cost Sub Total UFO Power Source 0 $250,000 $ 0 Navigation 0 $ 80,000 $ 0 Alien Food 0 $ 5,000 $ 0 Alien Surgery 0 $ 38,000 $ 0 Alien Entertainment 0 $ 20,000 $ 0 Examination Room 0 $ 9,000 $ 0 Alien Alloys 1 $ 6,500 $ 6,500 Elerium-115 0 $ 5,000 $ 0 Grand Total: $ 6,500 Medium Scout Item Qty Sell Cost Sub Total UFO Power Source 1 $250,000 $ 250,000 Navigation 2 $ 80,000 $ 160,000 Alien Food 0 $ 5,000 $ 0 Alien Surgery 0 $ 38,000 $ 0 Alien Entertainment 0 $ 20,000 $ 0 Examination Room 0 $ 9,000 $ 0 Alien Alloys 11 $ 6,500 $ 71,500 Elerium-115 50 $ 5,000 $ 250,000 Grand Total: $ 731,500 Large Scout Item Qty Sell Cost Sub Total UFO Power Source 1 $250,000 $ 250,000 Navigation 2 $ 80,000 $ 160,000 Alien Food 0 $ 5,000 $ 0 Alien Surgery 0 $ 38,000 $ 0 Alien Entertainment 0 $ 20,000 $ 0 Examination Room 0 $ 9,000 $ 0 Alien Alloys 35 $ 6,500 $ 227,500 Elerium-115 50 $ 5,000 $ 250,000 Grand Total: $ 887,500 Abductor Item Qty Sell Cost Sub Total UFO Power Source 2 $250,000 $ 500,000 Navigation 5 $ 80,000 $ 400,000 Alien Food 0 $ 5,000 $ 0 Alien Surgery 0 $ 38,000 $ 0 Alien Entertainment 0 $ 20,000 $ 0 Examination Room 0 $ 9,000 $ 36,000 Alien Alloys 70 $ 6,500 $ 455,000 Elerium-115 100 $ 5,000 $ 500,000 Grand Total: $1,891,000 Harvester Item Qty Sell Cost Sub Total UFO Power Source 2 $250,000 $ 500,000 Navigation 10 $ 80,000 $ 800,000 Alien Food 14 $ 5,000 $ 70,000 Alien Surgery 8 $ 38,000 $ 304,000 Alien Entertainment 0 $ 20,000 $ 0 Examination Room 0 $ 9,000 $ 0 Alien Alloys 97 $ 6,500 $ 630,500 Elerium-115 100 $ 5,000 $ 500,000 Grand Total: $2,804,500 Supply Ship Item Qty Sell Cost Sub Total UFO Power Source 3 $250,000 $ 750,000 Navigation 4 $ 80,000 $ 320,000 Alien Food 20 $ 5,000 $ 100,000 Alien Surgery 2 $ 38,000 $ 76,000 Alien Entertainment 0 $ 20,000 $ 0 Examination Room 0 $ 9,000 $ 0 Alien Alloys 141 $ 6,500 $ 916,500 Elerium-115 150 $ 5,000 $ 750,000 Grand Total: $2,912,500 Terror Ship Item Qty Sell Cost Sub Total UFO Power Source 4 $250,000 $1,000,000 Navigation 8 $ 80,000 $ 640,000 Alien Food 0 $ 5,000 $ 0 Alien Surgery 0 $ 38,000 $ 0 Alien Entertainment 8 $ 20,000 $ 160,000 Examination Room 0 $ 9,000 $ 0 Alien Alloys 92 $ 6,500 $ 598,000 Elerium-115 200 $ 5,000 $1,000,000 Grand Total: $3,398,000 Battleship Item Qty Sell Cost Sub Total UFO Power Source 4 $250,000 $1,000,000 Navigation 4 $ 80,000 $ 320,000 Alien Food 0 $ 5,000 $ 0 Alien Surgery 0 $ 38,000 $ 0 Alien Entertainment 24 $ 20,000 $ 480,000 Examination Room 0 $ 9,000 $ 0 Alien Alloys 231 $ 6,500 $1,501,500 Elerium-115 200 $ 5,000 $1,000,000 Grand Total: $4,301,500Note: some people claim that the Terror Ship has 4 engines, but only 2 have Elerium. While this is not true for the Playstation, it might be for certain computer versions. If you want to just see a total cost of each ship, I prepared a table for that too: Small Scout $ 6,500 Medium Scout $ 731,500 Large Scout $ 887,500 Abductor $ 1,891,000 Harvester $ 2,804,500 Supply Ship $ 2,912,500 Terror Ship $ 3,398,000 Battleship $ 4,301,500Interesting points: 1) The total cost of the number of UFO Power Sources is the same as the selling price for the Elerium-115 found on a craft. 2) A Harvester is a better choice than an Abductor. While it has roughly the same crew compliment, the Harvester has double the navigations plus 14 Alien Food, 8 Surgeries and 27 more alien alloys. 3) Supply Ships are more cost-effective than Terror Ships in the long-run. See, Terror Ships are pretty rare on the ground. Since you almost always have to shoot it down, you stand an excellent chance of destroying the Power Sources and Elerium-115. However, if you do catch one on the ground, it is always a better choice than the Supply Ship (unless you don't like terrorists). 4) Because the costs are similar for the Harvester and Supply Ship, most people would assume the Harvester is a better choice because it has a smaller crew compliment. Wrong, wrong, and wrong. They both have roughly the same number of aliens, but the Supply Ship has an extra Power Source and 50 units of Elerium-115. In addition, it has more alloys too. Those are the components you are most likely to need anyway. Up soon: an analysis of total cost vs. the number of alien corpses recovered. Corpses have a significant impact on the total cash gained through each UFO recovery because every body nets you $20,000. - Zombie Link to comment Share on other sites More sharing options...
[NKF] Posted April 12, 2005 Report Share Posted April 12, 2005 And the weapons. As grenades and ammunition are mostly spent during the mission, it's hard to say how much value you're getting from them. But you can still total them up and get a good estimate of how much you could potentially obtain in an absolutely perfect run where the aliens don't even get a chance to fire off a shot. But then the varying weapon loadouts can change the numbers a bit. Particularly early in the campaign where they still haven't phased out the pistols and rifles. But I guess it's safe to say that the more aliens, the larger the potential loot. --- As for four tile aliens = four units: game-wise, yes the reapers are implemented as four units that reference one set of stats. So they use up 4 units in the unit-table (like the item table, but for units), but they're still only counted as one unit, so unless the game credits your inventory with 4 corpses, or unless their sale price is higher, then you'd still have to count them at the standard price. - NKF Link to comment Share on other sites More sharing options...
Zombie Posted April 12, 2005 Report Share Posted April 12, 2005 Absolutely NKF. I kinda wanted to work on the aliens first, as they can be narrowed down into a range depending on skill level and UFO. Once that is accomplished, I can approximate a lower and upper-end for the price of weapons and grenades. That should give everyone a picture of what could happen on any given ground assault. For my results, I am always going to assume that the aliens do not use any ammunition or grenades. This is considered to be a "perfect" mission, as the aliens are unable to do anything. Can you say Psi-Amps? As for the 2x2 alien types, if you kill one, it's counted as one kill. You also only recover one corpse if those terrorists are killed. So for my approximations, I'm going to ignore how the game handles 2x2 units in the Battlescape, as this really has no bearing on the Geoscape sell screen because all corpses (2x2 or 1x1) always go for $20,000. :wink1: Link to comment Share on other sites More sharing options...
trenak Posted April 13, 2005 Report Share Posted April 13, 2005 Absolutely NKF. I kinda wanted to work on the aliens first, as they can be narrowed down into a range depending on skill level and UFO. Once that is accomplished, I can approximate a lower and upper-end for the price of weapons and grenades. That should give everyone a picture of what could happen on any given ground assault. For my results, I am always going to assume that the aliens do not use any ammunition or grenades. This is considered to be a "perfect" mission, as the aliens are unable to do anything. Can you say Psi-Amps? Rookie level-Dec 99 med scout - average 5 aliens, 5 hps, 5 extra clips, 1 grenade large scout - ave 7 aliens 6 hps + 6 extra clip, 1 stun launcher + 3 bombs ( always an engineer), 2 grenadesAbductor/Havester ave 11 aliens, 9 hps + 12 extra clips, 2 stun lauchers(6 bombs), 3 grenadessupply ship 13 aliens, 11 hps, 12 clips, 2 stun( 6 bombs), 3 nadesTerror ship- 16 aliens, 10 hps, 12 clips, 1 stun(3 boms), 3 nadesBattleship - 18 aliens, 2 blaster launchers (8 ammo), 10 hps, 12 clips, 2 stun( 6 ammo), 4 nades.Medics- 1 hp, 2 extra clips( 3 total)Engineers-stun + 3 bombs, cept on BB's carries Bl with 4 ammoNavigators/soldiers- Hp + spare clip, 1/4 carry nadeleaders/Commanders - Bl (4 ammo) or Hp ( 2 spare clips) these have been my observations from landed UFOs Link to comment Share on other sites More sharing options...
Zombie Posted April 14, 2005 Report Share Posted April 14, 2005 Trenak: Looks like someone has been doing their homework! Those numbers match mine almost exactly. And the weapon load-out is pretty close also. However, the only aliens I ever see carrying 2 spare HP clips (beyond the one loaded in the gun) is the Medics. Most aliens that carry a Heavy Plasma have one clip in the gun, a spare on the right leg, and an alien grenade stacked on top of that. If a leader or commander is carrying a Heavy Plasma, they usually have a grenade too. For my approximations, that will be the defacto-standard for all aliens unless they are important (or terrorists). :wink1: Aliens with blaster launchers? Well, the aliens only have them on Battleships, in their base or yours. That's it. The maximum number of blaster launchers I ever witnessed on a single Beginner mission was 5 for a Battleship, and 6 for an alien base mission. This may surprise some people, but alien soldiers may sometimes carry Blasters on these missions. For the min weapon loadouts, especially early in the game, things are gonna be different. Plasma Pistols and Rifles are the aliens mainstay. Also, they occasionally carry a Mind Probe, and one of those costs almost as much as 2 Heavy Plasmas. However, the overall recovery cost will still be less than later on. I'll have my results posted by weeks end. Link to comment Share on other sites More sharing options...
trenak Posted April 15, 2005 Report Share Posted April 15, 2005 Trenak: Looks like someone has been doing their homework! Those numbers match mine almost exactly. And the weapon load-out is pretty close also. However, the only aliens I ever see carrying 2 spare HP clips (beyond the one loaded in the gun) is the Medics. Most aliens that carry a Heavy Plasma have one clip in the gun, a spare on the right leg, and an alien grenade stacked on top of that. If a leader or commander is carrying a Heavy Plasma, they usually have a grenade too. For my approximations, that will be the defacto-standard for all aliens unless they are important (or terrorists). :wink1: Aliens with blaster launchers? Well, the aliens only have them on Battleships, in their base or yours. That's it. The maximum number of blaster launchers I ever witnessed on a single Beginner mission was 5 for a Battleship, and 6 for an alien base mission. This may surprise some people, but alien soldiers may sometimes carry Blasters on these missions. For the min weapon loadouts, especially early in the game, things are gonna be different. Plasma Pistols and Rifles are the aliens mainstay. Also, they occasionally carry a Mind Probe, and one of those costs almost as much as 2 Heavy Plasmas. However, the overall recovery cost will still be less than later on. I'll have my results posted by weeks end. <{POST_SNAPBACK}> Thanks, These numbers are from my currrent game, I could be off on the Exact number for alien grenades, it seems to be somewhere between 1/4 to 1/3 of the number of soldiers/navigators/leaders/commanders in any particular mission.You are right about the Medics , they are the only ones to carry 2 extra clips when we would think that they would carry stun launchers instead As for Blaster and stun launchers, that can vary from mission to mission, Mainly eng/leader/commander on BBs. Like you said Bases are a completely different setup, weapons-wise, Usually I've seen like 12 aliens in each alien base with a terror unit or 3 As for early missions, it seems like there is a 1.5 to 1 ratio of rifles to pistolswith 1 to 3 mind probes( mainly 2) on scouts. Once again it seems like the engineers carry pistols and mind probes, while Navs/soldiers carry rifles/nadesuntill about April/May (approx) when the Aliens switch to Heavy Plasmas exclusevly.Have fun while I do some more research Link to comment Share on other sites More sharing options...
Adun_Toridas Posted April 15, 2005 Report Share Posted April 15, 2005 wait there!!! you can not count elerium by the way one never sells it!!!! Link to comment Share on other sites More sharing options...
Zombie Posted April 16, 2005 Report Share Posted April 16, 2005 wait there!!! you can not count elerium by the way one never sells it!!!! Wanna bet? I've actually sold Elerium stockpiles before, just to make room in the General Stores! Yep, its sacrilegious to sell, but Elerium is just way too easy to come across IMO. :wink1: What we are after is total sales from each UFO type. Since Elerium usually plays a role, it must be included in the sell price for each craft. Link to comment Share on other sites More sharing options...
Zombie Posted April 18, 2005 Report Share Posted April 18, 2005 As promised, I completed my study on alien corpses recovered from a mission. It wasn't that difficult, just time consuming. As I've said before, the number of aliens on a mission depends on the craft type, as well as the difficulty level you are playing at. Beginner/ Experienced Ship Min Max Ave Small Scout 1 1 1 Medium Scout 3 6 4 Large Scout 3 10 6 Abductor 9 14 11 Harvester 10 15 12 Supply Ship 9 15 12 Terror Ship 10 16 13 Battleship 9 15 12 Veteran/Genius Ship Min Max Ave Small Scout 1 1 1 Medium Scout 4 7 5 Large Scout 4 11 7 Abductor 11 16 13 Harvester 12 17 14 Supply Ship 10 16 13 Terror Ship 13 19 16 Battleship 14 20 17 Superhuman Ship Min Max Ave Small Scout 1 1 1 Medium Scout 6 9 7 Large Scout 6 13 9 Abductor 13 18 15 Harvester 16 21 18 Supply Ship 14 20 17 Terror Ship 18 24 21 Battleship 22 28 25 So, those are the number of aliens/corpses you could see on every mission. Since each corpse nets you a cool $20,000, there is a range for the profit in selling those corpses: Beginner/ Experienced Ship Min Max Ave Small Scout $20,000 $20,000 $20,000 Medium Scout $60,000 $120,000 $80,000 Large Scout $60,000 $200,000 $120,000 Abductor $180,000 $280,000 $220,000 Harvester $200,000 $300,000 $240,000 Supply Ship $180,000 $300,000 $240,000 Terror Ship $200,000 $320,000 $260,000 Battleship $180,000 $300,000 $240,000 Veteran/Genius Ship Min Max Ave Small Scout $20,000 $20,000 $20,000 Medium Scout $80,000 $140,000 $100,000 Large Scout $80,000 $220,000 $140,000 Abductor $220,000 $320,000 $260,000 Harvester $240,000 $340,000 $280,000 Supply Ship $200,000 $320,000 $260,000 Terror Ship $260,000 $380,000 $320,000 Battleship $280,000 $400,000 $340,000 Superhuman Ship Min Max Ave Small Scout $20,000 $20,000 $20,000 Medium Scout $120,000 $180,000 $140,000 Large Scout $120,000 $260,000 $180,000 Abductor $260,000 $360,000 $300,000 Harvester $320,000 $420,000 $360,000 Supply Ship $280,000 $400,000 $340,000 Terror Ship $360,000 $480,000 $420,000 Battleship $440,000 $560,000 $500,000Finally, let's add the recovery cost of materials for each UFO into these ranges to get a selling price for materials and corpses: Beginner/ Experienced Ship Min Max Ave Small Scout $26,500 $26,500 $26,500 Medium Scout $791,500 $851,500 $811,500 Large Scout $947,500 $1,087,500 $1,007,500 Abductor $2,071,000 $2,171,000 $2,111,000 Harvester $3,004,500 $3,104,500 $3,044,500 Supply Ship $3,092,500 $3,212,500 $3,152,500 Terror Ship $3,598,000 $3,718,000 $3,658,000 Battleship $4,481,500 $4,601,500 $4,541,500 Veteran/Genius Ship Min Max Ave Small Scout $26,500 $26,500 $26,500 Medium Scout $811,500 $871,500 $831,500 Large Scout $967,500 $1,107,500 $1,027,500 Abductor $2,111,000 $2,221,000 $2,151,000 Harvester $3,044,500 $3,144,500 $3,084,500 Supply Ship $3,112,500 $3,232,500 $3,172,500 Terror Ship $3,658,000 $3,778,000 $3,718,000 Battleship $4,581,500 $4,701,500 $4,641,500 Superhuman Ship Min Max Ave Small Scout $26,500 $26,500 $26,500 Medium Scout $851,500 $911,500 $871,500 Large Scout $1,007,500 $1,147,500 $1,067,500 Abductor $2,151,000 $2,251,000 $2,191,000 Harvester $3,124,500 $3,224,500 $3,164,500 Supply Ship $3,192,500 $3,312,500 $3,252,500 Terror Ship $3,758,000 $3,878,000 $3,818,000 Battleship $4,741,500 $4,861,500 $4,801,500Whew! As you can see, nothing is simple, but at least it can be calculated! When I get some time, the weapon/equipment will be determined. That should give us a complete understanding on how much you could potentially make off of each ground mission. - Zombie Link to comment Share on other sites More sharing options...
Zombie Posted April 25, 2005 Report Share Posted April 25, 2005 3) There must be a calculation error in [Extralucas's] Terror Ship total.I had a closer look at his data today and realized that he forgot to add the cost of those 92 Alien Alloys in to his total. Adding that cost brings his total up to mine. I've only been able to get terror ships to land by shooting them down.I remember that they have 4 power sources, but you have almost no chance of finding them intact.Every once and a while, I am able to assault a landed Terror Ship. The odds are slim that a Terror Ship on a terror mission will land, but it does happen infrequently. Recently, I observed Terror Ships involved in an Infiltration mission. What happens to the UFO's in an infiltration mission? They land. Terror Ships are no exception. This happened to me twice in one month. (The date was August 2000 for anyone interested). So, it is possible to get Terror Ships on the ground. But you have to wait for the right circumstances to happen. - Zombie Link to comment Share on other sites More sharing options...
Chris StarShade Posted May 26, 2005 Report Share Posted May 26, 2005 Coming by elerium easy? You must be playing on a lower difficulty level. I have just run into a serious elerium shortage. My advanced ships are grounded, and I am forced to replace power suits with personal armor when rookies die. Elerium shortage sucks. Link to comment Share on other sites More sharing options...
[NKF] Posted May 26, 2005 Report Share Posted May 26, 2005 It's not really the difficulty level. We just get into the habit of harvesting elerium. - NKF Link to comment Share on other sites More sharing options...
Exo2000 Posted May 28, 2005 Report Share Posted May 28, 2005 Coming by elerium easy? You must be playing on a lower difficulty level. I have just run into a serious elerium shortage. My advanced ships are grounded, and I am forced to replace power suits with personal armor when rookies die. Elerium shortage sucks. Go after landed supply ships if you can, they usually bag you a good load of Elerium. Link to comment Share on other sites More sharing options...
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