Forum Discussion
anaquarind
9 years agoNew Spectator
Razor049 wrote:
I agree with the OP. If your town is generating 200,000XP/day that is 2M in 10 days or 6 donuts. With Collider it becomes 30 donuts. This gives a net loss of 1 donut.
I think that the issue is getting a bit too complicated talking about daily money requirements, multipliers and housefarms. Bottom line was best summed up in these two lines by Razor049 (see quote above).
The reason for this is that your own determination as to whether to go 24/7 on the collider should be based SOLELY on XP, not money. Money can accumulate. Whether you redeem several Rat Trap Trucks per day with a collider constantly on, or buy them by the hundreds one day per month is not important. You'll get roughly the same amount of donuts anyways.
What IS important is if you can generate enough XP to offset the cost of the collider, and make a profit. As shown above, this should be just a bit over 200,000XP/day to break even for a 10-day collider (I put that number to 233,333xp/day). Below or equal to this number, you're better off saving up cash and blowing it by the tens of millions maybe once a month. Above this then you can consider running the collider 24/7.
The problem here is that if someone is running the collider 24/7 (based on XP) is getting slightly less than the cost of the collider (eg. getting an XP return of 22 donuts on a 10-day collider (25 donut cost)), BUT because of buying/selling Rat Trap Trucks, they are getting say 10 donuts more in that same 10-day span, they will think "hey, I'm making 7 donuts profit!". In reality they are would be better off if they saved their 25 donuts on the collider and pocketed those 10 donuts profit over the same timespan (yes, you would need to pick a day to run the collider just to buy/sell rat trap trucks, but if you're borderline that 3-donut outlay is not only negligable, but can be spread out the longer you wait to do your mass selling).
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