Architect Archive

Thread: Is my math wrong?

Klindel
Sun Jul 13, 2003 11:09 am
#1

I'm just trying to figure out how you all created the operating costs. I currently have 5 normal harvesters on ore, 1 on a 90% aluminum, and 1 on chem. Plus 1 wind gen. on a 57% spot. The maitnence cost per day is 720 for harvesters and 1440 for the generator. So that math would be 720 x 7 =5040+1440=6480. That would be more per day costs on the harvesters.



All my ore is on 50 - 56% which I feel generates about 500 units per 8 hours or 1500 units in a 24hour period. Plus the alum/chem at about 3k per day each. I am thus generating 7500 hour and 3000 aluminum and 3000 chem per day.


A small house requires 3380 units of materials. One day of operating costs lets me sell 2 houses. How does that come out to 5creds per unit or more? The way I see it even at 3 creds per unit + a small increase for your time/loss. So lets say you round up to 12k for a house. That is a profit of 1860 per house if you charge 3cpu(creds per unit). But with only an over head of 6500 per day thats a net gain of about 17500 per day.



Please someone correct me if I'm wrong here.




Klindel Dodadmaker
Master Architect
Founder of Dodads Inc.
Solmyr
Sun Jul 13, 2003 11:16 am
#2

[quote]How does that come out to 5creds per unit or more?[/quote]



The 5 credtis per unit comes from the average price of materials on the bazaar and/or people selling privately. Even though most of us don't buy the resources to make houses, we factor in the fact that we could sell the resources for 5 credits a pop when not in house form.Ifyou wanted to make money,wouldyousell houses at 3 credits a unit,or sell the resources seperately for around 5 per unit? Obviously you would sell seperately, so sell houses at around 5 credits per resource (maybe 4.5), making you money and xp.


It's a balance between money and xp.


Just my way of thinking.

Knocky
Sun Jul 13, 2003 11:34 am
#3

Must be nice to never have a critical failure.


I need to try that sometime.

Klindel
Sun Jul 13, 2003 11:51 am
#4

I agree critical failures suck. Not going to say that they don't. But with a 17k profit a day. One critical failure a week isn't damaging. By the way, in my down time I run a few delivery missions each day to also further increase my profits.



Klindel Dodadmaker
Master Architect
Founder of Dodads Inc.
hugefeet
Sun Jul 13, 2003 11:58 am
#5

along with what knocky said....i wish i only suffered one or two crit fails a week....and i have Furn IV, which is the second highest + assembly you can get, and i'm using very good materials (toghness all above 600 or more)

in the past week, i've hit a crit fail on a factory, 2 gen turbines, amanufacturing mechanism, a power core unit(large house stuff), at least half a dozen wall modules, and 20-30 structural modules...

like i said above, and knocky said earlie...i wish i could not get crit fails
Nyca
Sun Jul 13, 2003 1:00 pm
#6

There is also the added cost of recovering your harvesters at least once a week when resource shift, or going back and remaking all of them.


Nyca

Klindel
Sun Jul 13, 2003 2:21 pm
#7

I did forget to calculate the reclaim costs every so often, its not oncea week on my Server but it still is significate. What I'm trying to do is help myself create a solid rate calculation for items. I'm now trying to fumble through the #'s to get things to work.



Here is what I'm thinking of right now:


The math I came up with that seem about right is to charge a rate of 3.5 creds per unit + a 20% labor/time fee. But this is also the equivalent to charging 4.2 creds per unit.



A factory which uses a total of 13550 units at 4.2 creds per unit would be:56910 per factory, which seems like a fair rate since they go for as much as 60k.


A Small house which uses 3380 units at 4.2 creds per unit would be:14196, you can round where you see fit. But I think this is a fair # to go buy.


The 20% or extra .7 creds per unit adds to the time you take to mine/build the item. Surely within the time you build an item you can do about 20% of that item in missions. Maybe little less/more depeding on your skills.



That sound like a more reasonable idea now?




Klindel Dodadmaker
Master Architect
Founder of Dodads Inc.
Klindel
Sun Jul 13, 2003 2:23 pm
#8

P.S. I apologize for any spelling mistakes, not supposed to be on the net from work hehe



Klindel Dodadmaker
Master Architect
Founder of Dodads Inc.
Rath
Sun Jul 13, 2003 6:05 pm
#9

I would rather buy all my materials off the bazaar instead of running harvesters. At today's rates it averages to about 4 cpu. That is why I think a 5-6 cpu is a fair price. You still lose money if you crit the final combine, but I'm going to be realistic. There is no way we could sell for 8 cpu.




Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
Master Weaponsmith

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Deoka
Mon Jul 14, 2003 12:03 am
#10

You also have to figure in the time it takes you to manage harvesters and locate the resources each time they repop. How many missions could you run during that time?


If you use medium or large harvesters you will be paying to move them about once a week as well.




**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Felonous
Mon Jul 14, 2003 12:11 am
#11

Try explaining your math to a weaponsmith that charges you 3K for a scout blaster. It takes only 111 resources to build one. So he is charging about 27 credits per resource for that blaster. You try to tell him that he should only be charging 333 credits for that blaster and he will laugh in your face.


Try to get your head around this one: You are selling a HOUSE!!


I equate the small house to an appartment. Do people work at a job for a 1 or 2 days and suddenly have enough money to buy an appartment??


Look at the size of the medium house. It is equivalent to a large home in the SF bay area area that sells for over $600,000 dollars. Now, how long should you be in game earning money before you could afford such a nice home? People are selling medium homes for prices that can be earned in an afternoon of doing missions. It's pathetic.


Now look at the size of the large houses. They are comparable to homes that sell for miillions of dollars. If you can find one of the idiots that sell them at below 100K credits, your getting the home sale of the century.


If the devs turned up the number of resources needed to build a home by a factor of 10X we would be where we should be. Two weeks into the game there should NOT be people able to afford the biggest house in the game.It should be a token of increadable acheivment, not only for the person that bought it, but for the architect that rounded up the materials and skills.


As it is now, homes are a dime a dozen and it is ruining the game. Houses are everywhere, you can obtain one with totally new character in just hours of game time.




Eason Slyhand
F Master Weaponsmith E
Hooded Nomads @ -1060x120 Mos Nevah, Tatooine
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TGPO
Mon Jul 14, 2003 12:40 am
#12

Is your time worth nothing?


The time you spend maintaining your machines has value. The time you spend constructing the components has value. The time you spend hawking your wares has value.






��Alfred Lederhosen��
Bulk Power Broker
Fusion Power �� 1.0c per unit �� 10,000 unit minimum
Shop located 700m southwest of Mos Entha on Eclipse: 630 2860


LVDogma
Mon Jul 14, 2003 5:10 am
#13

Ummm reading these forums makes me cry. We run a house building co-op and drump 110,000 credits into maintence a week to run the harvester farm. Yet the market forces us to undercut ourselves. We make little in the way of profit but we do have the pleasure of watching a town be built around us. I suppose we should have been gun smiths and just bought a town instead.
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