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AFT-DSA-07 (Basic Industry)

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AFT-DSA-07 (Basic Industry) Empty AFT-DSA-07 (Basic Industry)

Post by Universe Overwatch 26.09.11 12:55

AFT-DSA-07 (Basic Industry) LogoTech-180x160

The element of industry is an enormous aspect of all activities in the universe. With grunt mining being the lifeblood of progression in an imperial world and manufacturing playing an integral role in satisfying a global demand for ships and infrastructure, it would be very poor judgment to disregard the need for facilitating industrial operations in some manner. We covered briefly the resources available for harvest in Andromeda and what you'll be needing them for but now it's time to put them to good use.


Mining Operations

Industrial efforts in deep space deposits are going to be your sole source of mineral supply for quite a while, for factories are no small investment and require a considerable amount of time and sweat to upkeep. When preparing to harvest ore and silicon from an asteroid field, one should first consider the consequences of doing. Under your private asset management tab you will find Known Infrastructure & Deposits, which will detail each of the stations and excavatable mineral dumps that you've ever come across. Near the bottom of the page you will find several deposits, largely dominated by the AFT-DSA at this point in time. There will also be present the concentration of minerals found there to help you determine just how quickly you'll be able to harvest them, which matters more so when conducting large-scale operations.

For the time being you'll probably want the closest deposit available to you so you can bring home enough resources quickly to begin expanding your arsenal, so consult with the Tactical Interface to get a good visual representation of your surroundings (deposits are yellow in colour). Once satisfied, place the movement command under your Action Terminal and your ships will begin their lengthy voyage. Always beware that undocking from any station, anywhere, has inherent risks as you may be attacked by almost anyone at anytime. While the neutral zone is safe enough for beginner work, the fact that deposits are contested is a natural concern for those without any means of self-defense. Fear not, however, for your harvester is insured by the AFT-DSA if things do go awry.

A very good tactic to consider which can save you innumerable hours of labour is the fleet excavation procedure, which basically involves one or more harvesters semi-permanently entrenched in a deposit as they load shuttling freighters with resources via freight transporter. This way, your cumbersome harvesters need not leave their position while at the same time your efficient logistics team can make short work of large hauls to keep production flowing.


Salvage

Space is a hostile place and quite often you may encounter the wreckage of ships and infrastructure that have clearly seen better days, but what was lost power to an alliance could mean wealth to an industrialist without a name. When an object goes boom, it blows apart into a cloud of junk that typically disintegrates and/or disperses into the void around it, but there will always be the remains of its bare structure (at least for a few days, depending on the mass of the object for stations could stay fossilized for weeks). A TO-class mineral harvesting ship can make short work of this debris, and by salvaging the remains of a spacecraft or station you can hope to recover 5-10% of the object's original ore worth. Silicon and energy cannot be recovered, though, for they are lost in the violent destruction of whatever feeble tin can is carrying them.


Storage & Taxes

There's a very good chance you don't own a space station at this point in time and, unless you've figured things out on your own thus far and completely disregarded these tutorials like a pro, are going to need to rely on neutral and friendly infrastructure to hold your wares. Nearly every type of station in Andromeda is capable of facilitating an enormous cache of resources, though some more than others, and those under the AFT-DSA will be more than willing to keep your cargo safe as you stockpile it for the future -- for a fee, of course.

Nearly every piece of infrastructure that isn't owned by you is going to charge a hefty sum to stockpile your gathered resources. Seeing as you don't have much of a choice at this point unless you've slipped into a wealthy alliance already, you're going to have to put up with storage taxes. Under the Known Infrastructure & Deposits tab of your Private Asset Management you will see exactly what stations are known to you, where they are, who owns them, what they do, and what they'll charge, as well as what resources you have stored there once applicable. The AFT-DSA typically demands 5-10% of all goods shipped aboard to be deducted immediately when storing wares on an industrial station such as a shipyard or warehouse but can charge as high as 20-30% in highly remote, undeveloped regions of space where the economy is nearly transparent.


Ship Construction & Blueprints

When it comes to fabricating ships to add to your fleet you need three key components: resources, a shipyard, and blueprints. Materials are fairly easy to acquire as we've covered thoroughly and securing a shipyard to produce your equipment isn't all too difficult either. What will impede your progress in the latter stages of your development is your collection of workable blueprints. This collection can be managed under your Private Asset Management tab and is called -- wait for it -- Blueprints. Here you will see all ship blueprints currently available to you and the resources required to construct the class in question. For a more detailed report of ship characteristics, consult the AFT-DSA Ship Database.

First setting out, you have only a handful of blueprints drafted for a fair amount of light and sub-capital ships but this repertoire alone will not yield much favour in the hostile reaches of Andromeda. To access stronger ship classes, as well as special and black operations models, you will need to wait a considerable amount of time and set them up in your research & development queue. However, you may accelerate this process by capturing a ship of a specific class and docking it at any friendly or neutral shipyard and reverse engineering the craft entirely to draft a blueprint of your own. This process can take several days or even weeks depending on the complexity and scale of the vessel, but will always yield results quicker than the automatic research period; the only downside of this method is the irrevocable loss of the subject craft, which must be totally disassembled to its molecular structure to facilitate the reverse engineering process.

A third and more negotiable manner of acquiring blueprints is through direct trade with individuals and alliances who already own such drafts. While blueprints can be copied and given to anyone freely without loss, naturally it would be an excellent opportunity for those with the industrial advantage to charge a hefty sum for their prints, for some drafts can be worth far more in minerals to an alliance than the ship it produces itself. Note that Paranid vessels of any class cannot be researched and must be acquired solely through capture or trade with such anarchist entities. Once available, the Paranid tag will be applied to the blueprint in your Private Asset Management for the ship class it was granted to.

Now, to actually build a ship or group thereof you will need to enlist the services of an existing shipyard, either friendly, neutral, or allied, and provide all of the resources necessary to do so. Under the Known Infrastructure & Deposits tab once again, you will be able to see exactly how efficiently a given shipyard is able to process minerals and forge spacecraft. As for the AFT-DSA Neutral Shipyard, for example, with a public daily quota of 500,000 units of material will be able to construct ships for you at a fairly reasonable rate. If you were to queue a wing of M3 fighters, requiring 150,000 ore and 20,000 silicon apiece, you would be able to produce just over five craft per day. While most alliance shipyards can be upgraded to churn out millions of units of materials every twenty-four hours, everyone has to start somewhere.

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