Sell Steal Transport

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(Created page with 'SST or Sell, Steal, Transport is an evil, or red, cashing tactic. As it requires two ships, it has more overhead than SSM Sell Steal Move but in the long run it is far super…')
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SST or Sell, Steal, Transport is an evil, or red, cashing tactic.  As it requires two ships, it has more overhead than [[SSM Sell Steal Move]] but in the long run it is far superior.  There is no movement delays with transporting, and the ports involved don't need to be next to one anotherThe limit is the range of the cashing ships. If planetary trade percentage is less than 100% SST is possibly a better cashing technique than SDT [[Sell Dump Transport]].
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[[Category:Red Cashing Tactics]]
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Sell Steal Transport (SST) is the bread and butter cashing tactic for [[Alignment|reds]] in turn-limited gamesIn its most basic form, it requires two ships within transporter range of each other and parked over xxB ports.  Both ships begin with full holds.  A full cycle has six steps:
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# Port and sell [[Equipment]] (1 turn)
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# Port and steal Equipment (1 turn)
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# Transport to the second ship (1 turn)
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# Port and sell Equipment (1 turn)
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# Port and steal Equipment (1 turn)
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# Transport to the first ship (1 turn)
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SST requires six turns per cycle, compared to four for [[Steal Dump Transport|SDT]]It is therefore less profitable than SDT unless the planet trade percentage is 66% or lower.  However, SST is also much simpler to set up and run, which may make SST preferable even if the planet trade percentage is higher.  Unlike SDT, it is possible for a solo player to effectively run SST.

Current revision as of 06:48, 22 November 2011

Sell Steal Transport (SST) is the bread and butter cashing tactic for reds in turn-limited games. In its most basic form, it requires two ships within transporter range of each other and parked over xxB ports. Both ships begin with full holds. A full cycle has six steps:

  1. Port and sell Equipment (1 turn)
  2. Port and steal Equipment (1 turn)
  3. Transport to the second ship (1 turn)
  4. Port and sell Equipment (1 turn)
  5. Port and steal Equipment (1 turn)
  6. Transport to the first ship (1 turn)

SST requires six turns per cycle, compared to four for SDT. It is therefore less profitable than SDT unless the planet trade percentage is 66% or lower. However, SST is also much simpler to set up and run, which may make SST preferable even if the planet trade percentage is higher. Unlike SDT, it is possible for a solo player to effectively run SST.

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