Merchant Cruiser
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Cost | ||
---|---|---|
Basic Hold Cost | 10,000 | |
Main Drive Cost | 1,000 | |
Computer Cost | 20,300 | |
Ship Hull Cost | 10,000 | |
Ship Base Cost | 41,300 | |
Total Cost (Fully Loaded) | 131,695 | |
Combat Specifications | ||
Max Fighters | 2,500 | |
Max Figs Per Attack | 750 | |
Maximum Shields | 400 | |
Offensive Odds | 1.0:1 | |
Defensive Odds | 1.0:1 | |
Safety Rating | 2,900 | |
Trading Efficiency | ||
Maximum Holds | 75 | |
Initial Holds | 20 | |
Turns Per Warp | 3 | |
TransWarp Drive | No | |
Trading Efficiency Factor | 72 | |
Miscellaneous | ||
Mine Max | 50 | |
Genesis Max | 5 | |
Transport Range | 5 | |
Beacon Max | 50 | |
Long Range Scan | Yes | |
Planet Scanner | Yes | |
Photon Missiles | No |
The Merchant Cruiser is the ship each player starts with in the fictional TradeWars 2002 universe.
The Merchant Cruiser is an average ship in many aspects. It has combat odds of 1.0, since it is the ship by which combat standards are rated. Its trading efficiency is only 72, however, compared to the Merchant Freighter's TE of 100. For this reason, many traders opt to trade in their Merchant Cruiser for the Freighter immediately.