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File name: 2_SDT.ts

Purpose: Performs the popular Steal-Dump-Transport red cashing method between two ships.

Trigger Point: Sector command prompt

- Fast and functional SDT between two ships/ports
- Fully configurable and port-independant haggle support
- Adjustable turn limiter; deactivates script when turns reach a certain point
- Configurable planet usage
- Automatic and efficient sell-offs and port/planet onhand equipment tracking
- Automatic bust and profit calculations can be broadcasted on sub-space radio
- Cumulative steal quantity based from player experience for maximum profit
- Easy to use configuration menu
- Resistant to interference from in-game messages

Usage: This script must be run from the sector command prompt, from inside one of the two ships to be used for SDT. Both ships must be within transport range of each other, in orbit of xxB ports and there must be an easily accessible planet in both sectors.
Each sector must have a source of equipment - either on the planet or onhand on the xxB port. The more equipment is available, the less turns are required per SDT cycle (so profit is higher).

This script uses two haggle factors, one for each port. Ideally you should try to set your haggle factors as high as you can, although ports will start to reject prices more frequently with higher settings. The optimal setting is usually from 3 to 7.

Note that SDT makes its profit in large blocks - this means it is quite possible for the script to make absolutely no visible profit if it busts early. The profit/turn ratio should only be taken as an accurate value if the script sells off more than 5 times before being busted.

Warnings: This script will make its first steal from the ship the player is in - make sure this isn't the last port that you stole from. Also make sure that the second ship you are SDTing with is well within transport range.

Do not run this script at ports you have active busts at - this will fake bust you.

Make sure you control the fighters underneath the ports you are working at. If they are owned by another player, the script may hang unexpectedly while trying to get port details. However, be careful not to leave the ports without fighters underneath them - as this will make you a target for any player trying to hunt you.

It is strongly recommended that the cargo holds of both ships are empty when you start this script.

Beware of setting the haggle factors too high - this will cause the ports to reject offers and cost you valuable turns.

Make sure you have your steal factor set correctly. Setting it too high will cause you to bust far more than you otherwise should.

Notes: SDT is a very efficient way of making profit as a red player. The 6 turn cycle is as follows (from sector in ship A):

1. Steal equipment from port A (1 turn)
2. Drop the equipment on a planet
3. Transport to ship B (1 turn)
4. Steal equipment from port B
5. Drop the equipment on a planet
6. Transport to ship A (1 turn)

The sequence is an improvement over SST, as you do not need to take the extra turn to sell equipment back to the port quite as often. Instead, the equipment is sold back to the port in big chunks from the planet. Because of this, your profit margin is decided largely by how heavily the ports are upgraded (or how much equipment is available in the sector).

In theory it is possible to make up to about 13M credits by SDTing in a 1000 turn game. However, profit is usually limited heavily by turns needed to stop and refurb lost holds - also, good ports can be hard to find and defend. A more typical daily profit would range from 7-10M with blue support players.

This script almost completely automates the entire SDT sequence - all you need to do is set up the ports and planets.