This is basically a set of prototype component dump recipes so people who own a base with one of these aren't letting their base sit idle. As the going rate for protos is ~1500 and the recipes are balanced around their NPC sellprice of 520, on paper, these recipes are almost comically unprofitable.
Please Note: APM Hardware and Cyberware are not currently part of the economy and would be pretty much RP cargo.
All the following recipes are very inefficient at best and actively detrimental at worst. I haven't gotten around to including IFF bonuses on it yet, but when I do, it's probably going to be something like 3/4 of Sirius and they'll still suck. I'm also cooking up a crafting list with more deprecated commodities for use as RP cargo, which I'll finish one day.
Originally, this was going to be a crafting list of passengers for ALL regions, but I nerfed it big-time to prevent myself from thinking "what if I set my Omicron Wild POB to make nothing but Gallic Passengers and ran them to Altair?"
Additional Requirement:
- Pilots or Black Market Augmetics for Hybrid Equipment
- Detroit Light Arms / Daumann Side Arms / Gallic Enfers for APM Hardware
- Black Market Light Arms for Volgrograd
- Black Market Light Arms for Kemwer
- Counterfeit Computerware for Cyberware
Reason: Balance - Like all the other recipes require a ID specific component AND not to slap a PoB next to the sell point and just print out money from Salvage
The cost you're referring to is not a maintained (constant) cost.
Its a one time payoff.
The credits you pay for the Ex.Fab are reimbursed by a "X" amount of trades.
What I'm talking about is a required constant cost - i.e. additional recipe material - that would have the player travel and interact with other players, instead of slapping PoBs at sell points and shooting NPCs in space - tho we all love it at one point, cause interaction is limited and gets tedious.
I understand the need for an economically (comically) viable recipe for extra protos, since guns (especially cap guns) take a lot of time to craft; but these recipes, in their current forms are over powered, credits to time spent.
Not to mention, I'm making Volgrograd Ordonance without any use of anything related to Coalition or Arms / Munitions.
BMLA are just stolen Detroit guns, just like Side Arms are looted Daumann and Enfer is stolen Gallic toys. Kemwer and Volgograd are homegrown equipment being quietly moved to revolutionaries across Sirius... and there already exists a NPC base selling those exact goods in the general area, which would just exist to arbitrarily inflate the cost for "balance". The whole point is "proto dump for unloved POB module", not "hmm yes I want to make multiple trips on my Order 5ker today".
The big bottleneck is prototype components. The recipes, as written, will eat an entire day's production worth of prototype components in a little under two hours. If someone has, say, 100k protos just lying around and wants to burn them all at once in a POB of a very specific IFF to make a shitload of money, that is very much a one-time thing.
Interspace policies are not just paid out for cargo, but people as well. Crewmen, pilots, even military personnel, carry insurance policies as a matter of course. Pirate gangs and other opportunists have taken up collecting on those policies to ransom back these people, before they take up too much of a strain on their hideout's resources. Various "search and rescue" operations even by seemingly respectable corporations have been rumored to be double-dipping and anonymously ransoming back various retrieved personnel.
Properties
Base Price: $5000
Container Hitpoints: 1000
Cargo Space Per Unit: 500
in Liners: 250
501570
Ransoms
501571
<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RANSOMS</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Interspace policies are not just paid out for cargo, but people as well. Crewmen, pilots, even military personnel, carry insurance policies as a matter of course. Pirate gangs and other opportunists have taken up collecting on those policies to ransom back these people, before they take up too much of a strain on their hideout's resources. Various "search and rescue" operations even by seemingly respectable corporations have been rumored to be double-dipping and anonymously ransoming back various retrieved personnel.</TEXT><PARA/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Properties</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><PARA/><JUST loc="left"/><TEXT>Base Price: $5000</TEXT><PARA/><TEXT>Container Hitpoints: 1000</TEXT><PARA/><TEXT>Cargo Space Per Unit: 500</TEXT><PARA/><PARA/><TEXT>In Liners: 250</TEXT><PARA/>
<POP/></RDL>
Bounty Hunters are kind of unloved with the POB refinery format. It's understandable why they don't get access to every criminal cell recipe ever because that would be endless potential for abuse, so I decided to come up with a compromise. Luckily, there's already a generic commodity_prisoners in the files, and even better, it's not currently being used for anything. To make it cross-compatible with multiple House Lawful factions, instead of it being a single Prisoners commodity which would make every single criminal recipe an absolute nightmare requiring exactly 25 of a specific unlawful pilot with no mix and match, the recipe simply makes the Prisoners take up a total of 250 cargo, like a single criminal cell would on a Liner, as well as motivate prison liners to make the run by putting the prisoners on par with unlawful pilots brought in by snubs.
Prisoners are Criminals who have been apprehended by the Bounty Hunters Guild and their bounties processed. These individuals are currently being transported to a prison facility to serve their sentences. Transports carrying Prisoners are frequently targeted by pirates and smugglers in an attempt to free their incarcerated comrades.
Properties
Base Price: $300
Container Hitpoints: 1000
Cargo Space Per Unit: 10
In Liners: 2
261646
Prisoners
500441
<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>PRISONERS</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Prisoners are Criminals who have been apprehended by the Bounty Hunters Guild and their bounties processed. These individuals are currently being transported to a prison facility to serve their sentences. Transports carrying Prisoners are frequently targeted by pirates and smugglers in an attempt to free their incarcerated comrades.</TEXT><PARA/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Properties</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><PARA/><JUST loc="left"/><TEXT>Base Price: $300</TEXT><PARA/><TEXT>Container Hitpoints: 1000</TEXT><PARA/><TEXT>Cargo Space Per Unit: 10</TEXT><PARA/><PARA/><TEXT>In Liners: 2</TEXT><PARA/>
<POP/></RDL>