File name: 2_SDF.ts
Purpose: Performs the difficult and time consuming Steal-Dump-Flee red cashing method between two sectors.
Trigger Point: Sector command prompt
- Fast and functional SDF between two sectors
- 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
- Adjustable triggering for any kind of SDF/SSF pinger script
- Tracking of fighters/shielding to prevent accidental death or podding
Usage: Run this script in a standard sector set out for SDF. As per standard SDF sequence, you'll need at least 3 people to perform this routine. Get your corpmates to surround both adjacent working sectors with fighters that do not belong to you - this will make sure your ship will always be 'pinged' into the correct sector.
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 SDF 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 in the sector it is run from. Make sure this port isn't the last port you stole from. Also, do not run this script if you have an active bust in either working sector.
Make sure your ship is well equipped with figs and/or shield before you start this script. The script should automatically terminate if your defences fall too low, although its always better to play it safe. Accidents tend to happen very easily during SDF.
Your ship's cargo holds must be empty when you start this script.
Always keep personal fighters in the sectors you are working. Personal fighters will not block the 'fleeing' of your ship, but WILL make it more difficult for other players to hunt you. Many people make the mistake of leaving their work sectors empty of fighters, and pay the ultimate price for this when a rival team finds their work area because of this.
Notes: SDF is an extremely efficient money maker, unfortunately because of its complexity most players are easily intimidated by it. Also, the routine takes a very long time to perform and is relatively unsafe. Do not attempt to perform this routine without a veteran player to guide you.
The sequence for SDF is as follows (3 turn cycle):
1. Steal equipment from port A (1.5 turns)
2. Drop the equipment on a planet
3. Request a 'ping' from a teammate to move you to the other sector
4. Steal equipment from port B (1.5 turns)
5. Drop the equipment on a planet
6. Request a 'ping' from another teammate to move you back to the first sector
Every time your ship is 'pinged' out of the sector by another player, there is a 50% chance that you will lose an extra turn on approaching the port in your new sector. Therefore this is in theory a 3 turn cycle, but technically it can range from 2-4 turns.
In theory it is possible to make approximately 27M in one day in a 1000 turn game through this routine. Although in practice profit usually ranges from 13-20M depending on bust rates and port prices.
This script automates the basic sequence of SDF (including stealing and planet sell-offs). You will need to set up the area yourself. "Pinging" players should use an SSF/SDF assistance script such as 2_Ping.ts