Lost in minefields 1/2

Lost in minefields

Exploring the unknown but valuable depths of minefields.

v 1.3

Introduction

Most of the experienced players know what torpedo type to use to lay minefields, and what torpedo type is most efficient in minerals or MC to bring down shields. However almost nobody knows that minescooping can be a very valuable effort!
Minescooping can save you up to 64 % of the price of a torpedo, and it could save you hundreds of megacredits a turn. On the other hand if you don't do it right it could cost you thousands of MC a turn!
Lost in minefields? Here's your way out!


Minefield!

The Minelaying Formula

The formula used by the host program to calculate the number of mines that can be made from a torpedo is:
#mines laid = #torps * torp position * torp position Since all minelaying and minesweeping formulas are based on the position of the torpedo and not on the tech level, this position is used throughout the article.
The following article is based on Tim Wisseman's original shiplist and original torpedo statistics. Look at the table below for the torpedo names, tech levels and positions of the original shiplist:

TABLE 1:
Original Torpedo List
Torpedo NameTechlevelPositionCost
(expressed in MC)
Mark 1 Photon1 11
Proton torp2 22
Mark 2 Photon3 35
Gamma Bomb3 410
Mark 3 Photon4 512
Mark 4 Photon5 613
Mark 5 Photon6 731
Mark 6 Photon7 835
Mark 7 Photon8 936
Mark 8 Photon10 1054

The cheapest mine unit

First some familiar stuff to start with. Eden Tans excellent InfoList (1) gives us the following table for the prices of mine units (2):
TABLE 2:
MC and Mineral Cost per mine
Torpedo NameMC/mineMin/mine
(for each mineral)
Mark 1 Photon1.000 1.000
Proton torp0.500 0.250
Mark 2 Photon0.556 0.111
Gamma Bomb0.625 0.063
Mark 3 Photon0.480 0.040
Mark 4 Photon0.361 0.028
Mark 5 Photon0.633 0.020
Mark 6 Photon0.547 0.016
Mark 7 Photon0.444 0.012
Mark 8 Photon0.540 0.010
This enables us to derive a fast conclusion: the cheapest mines in megacredits are made from Mark 4 Photons (tech 5, position 6), and the cheapest mine units in minerals are made from Mark 8 Photon torpedoes (tech 10, position 10).
This leaves us the question: What is the overall cheapest mine unit?

To answer this question, we'll have to combine the mineral cost and the cost in MC. This can be done when we look at the Alchemy ships in VGAP. The regular conversion of supplies into mineral says that 3 kT supplies equals 1 kT of minerals.
To build 1 torpedo you need 3 kT minerals: 1 kT of Molybdenum, 1 kT of Tritanium and 1 kT of Duranium. This amount equals 9 supplies, or 9 megacredits. So we multiply the column labelled 'Min/torp' in the table above by 9 and add this to the column labelled 'MC/torp'. This results in the following table of the overall cost of a mine unit:

TABLE 3:
Overall Mine Cost
(expressed in megacredits)
Torpedo NameMC/mine
Mark 1 Photon10.000
Proton torp2.750
Mark 2 Photon1.556
Gamma Bomb1.188
Mark 3 Photon0.840
Mark 4 Photon0.611
Mark 5 Photon0.816
Mark 6 Photon0.688
Mark 7 Photon0.556
Mark 8 Photon0.630
Conclusion: when you take all resources into account the cheapest torpedo for laying mines is the Mark 7 Photon torpedo (tech 8, position 9), immediately followed by the Mark 4 Photon and the Mark 8 Photon.
The close difference in total cost between the Mark 7 Photon and the Mark 4 Photon enables you to switch to the Mark 4 Photon without spending too much. You can use the Mark 4 Photon when you've got enough minerals, the Mark 4 Photon costing 0.278/0.123 = 2.3 times more minerals than the Mark 7 Photon. The same conclusion applies when considering the Robotic minelaying advantage (3).

Cheaper torpedoes

We can use this principle of 'different priced mine units' to get cheaper torpedoes. How? The answer is simple: Lay a minefield of cheap mine units, and scoop the minefield up as higher priced mine units! It should be clear that this method only works for registered players due to the registered 'msc' friendly code you need for mine scooping.

To start with you'll have to be very careful how many torpedo of a certain type you use for the minefield. For example 10 position 6 torpedoes would form 10 * 6* 6 = 360 mine units - if you would scoop them up as position 5 torpedoes you would end up with 14 position 5 torpedoes and a minefield of 10 mine units you can't scoop because they can't be put together to form a complete torpedo.
Those remaining mine units are a loss - they will deteriorate by a percentage per turn set in the host configs. This is however a loss that can easily be prevented: you can get the max out of the torpedo conversion by using the exact number of torps of type A that matches the position of torpedo type B. Using the same example as above: to convert position 6 torpedoes to position 5 torpedoes you'll have to start with 5 * 5 = 25 position 6 torpedoes. These fill form 6 * 6 = 36 position 5 torps. In general: use A * A position X torps to convert them to X * X position A torpedoes. Use the following table to determine the perfect torpedo conversion rate. (4)

TABLE 4:
Perfect Torpedo Conversion Rate
pos.|                           position of scooped torpedoes
laid|  1      2     3       4       5      6      7       8      9       10
-------------------------------------------------------------------------------
1   | 1->  1 4-> 1 9->  1 16->  1 25-> 1 36-> 1 49->  1 64-> 1 81->  1 100-> 1
2   | 1->  4 1-> 1 9->  4  4->  1 25-> 4  9-> 1 49->  4 16-> 1 81->  4  25-> 1
3   | 1->  9 4-> 9 1->  1 16->  9 25-> 9  4-> 1 49->  9 64-> 9  9->  1 100-> 9
4   | 1-> 16 1-> 4 9-> 16  1->  1 25->16  9-> 4 49-> 16  4-> 1 81-> 16  25-> 4
5   | 1-> 25 4->25 9-> 25 16-> 25  1-> 1 36->25 49-> 25 64->25 81-> 25   4-> 1
6   | 1-> 36 1-> 9 1->  4  4->  9 25->36  1-> 1 49-> 36 16-> 9  9->  4  25-> 9
7   | 1-> 49 4->49 9-> 49 16-> 49 25->49 36->49 49-> 49 64->49 81-> 49 100->49
8   | 1-> 64 1->16 9-> 64  1->  4 25->64  9->16 49-> 64  1-> 1 81-> 64  25->16
9   | 1-> 81 4->81 1->  9 16-> 81 25->81  4-> 9 49-> 81 64->81  1->  1 100->81
10  | 1->100 1->25 9->100  4-> 25  1-> 4  9->25 49->100 16->25 81->100   1-> 1 


Use multitudes of the above ratios to prevent unnecessary losses.

If you subtract these values, i.e. when it says A -> B you calculate B - A, you get the number of extra torps that is generated by scooping up the minefield. This number equals an amount of 3*(B-A) kT minerals, or 9*(B-A) megacredits. A positive number (labelled green) means that the torpedo conversion generated minerals, a negative number signals a loss. The following table shows these numbers in megacredits.

TABLE 5:
Resources Gained (expressed in MC)
based on the Perfect Torpedo Conversion (TABLE 4)
Pos. laid
1
2
3
4
5
6
7
8
9
10
Position of scooped torpedoes
123 456 789 10
0 -27 -72 -135 -216 -315 -432 -567 -720 -891
27 0 -45 -27 -189 -72 -405 -135 -693 -216
72 45 0 -63 -144 -27 -360 -495 -72 -819
135 27 63 0 -81 -45 -297 -27 -585 -189
216 189 144 81 0 -99 -216 -351 -504 -27
315 72 27 45 99 0 -117 -63 -45 -144
432 405 360 297 216 117 0 -135 -288 -459
567 135 495 27 351 63 135 0 -153 -81
720 693 72 585 504 45 288 153 0 -171
891 216 819 189 27 144 459 81 171 0


This table shows you what conversion will cost you minerals, and what conversion will gain you minerals. For example when you turn 4 position 5 torps (Mark 3 Photons) into 1 position 10 torp (Mark 8 Photons) you'll lose 27 MC (or 9 kT) worth of minerals. The general suggestion of this table seems to be that with respect to the minerals only conversions from high tech torps to low tech torps are profitable.

We're not through yet - this table only covers the mineral costs of the conversion. Next topic: the cheaper torpedoes promised in the beginning of the article. The method to calculate this was already briefly described: "Lay a minefield of cheap mine units, and scoop the minefield up as higher priced mine units!"
So we'll have to look at the prices of mine units in the column labelled 'MC/torp' in the second table of this article and search for good combinations. To get a good indication of the usefulness of a combination, the ratios of the prices of the swept and laid torpedoes is calculated:

conversion factor = price torpedo laid/price torpedo swept If the resulting value is lower than 1 (labelled green), the scooped torpedo is cheaper in MC than the same topedo built at a starbase. A value of 0.500 means that the scooped torpedo has half the price as the built torpedo. The torpedo price conversion factors of all possible combinations are listed in the table below.

TABLE 6:
Torpedo Price Conversion Factors
Pos. laid
1
2
3
4
5
6
7
8
9
10
Position of scooped torpedoes
123 456 789 10
1.000 2.000 1.800 1.600 2.083 2.769 1.581 1.829 2.250 1.852
0.500 1.000 0.900 0.800 1.042 1.385 0.790 0.914 1.125 0.926
0.556 1.111 1.000 0.889 1.157 1.538 0.878 1.016 1.250 1.029
0.625 1.250 1.125 1.000 1.302 1.731 0.988 1.143 1.406 1.157
0.480 0.960 0.864 0.768 1.000 1.329 0.759 0.878 1.080 0.889
0.361 0.722 0.650 0.578 0.752 1.000 0.571 0.660 0.812 0.669
0.633 1.265 1.139 1.012 1.318 1.752 1.000 1.157 1.423 1.172
0.547 1.094 0.984 0.875 1.139 1.514 0.864 1.000 1.230 1.013
0.444 0.889 0.800 0.711 0.926 1.231 0.703 0.813 1.000 0.823
0.540 1.080 0.972 0.864 1.125 1.495 0.854 0.987 1.215 1.000


This shows you that when you lay position 6 torps and scoop them up in position 1, you'll get those for only 36% of the regular price in MC! Too bad those position 1 torps themselves are pretty useless. But look in the last column: what about tech 10 torps for 67% of the regular price? Just lay a couple of position 6 torps (tech 5, Mark 4 Photon) and it happens right where you're standing!


Continued on the next page.....