Architect Archive
Thread: How do you deal with critical failures?
When you build houses, but don't have the resources, and say you will for whatever price if someone gives you the resources......what do you do if it fails?
Darren
Inever havebuilt anything for resources for that very reason.
Once you hit master there is no need for xp so very few masters build for resources anyway. Getting customers accustomed to you building for resources as you level up makes them think you will always continue doing so.
If you are a novice trying to grind up, my suggestion is to find a nice master on your server that will buy walls from you. If you are on Bloodfin I offer 9k a wall (3cr a resource) for all walls a novice wishes to sell. There are quite a few architects that do the same on many servers. Some novices do their entire grind to master selling walls to me, others just use it to fill in the gaps between orders.
Failures is always included in my pricing. If the person provides resources, he/she has to give an amount of resources equivalent to the price.
So I have no problem with failures as long as I have not two failures in a row in final assemblies
when someone asks me to make something for the resources instead of credits, I tell them that they will have to cover any critical failures. It's up to them if they want to assume the risk in order to get a bargain. I'd much rather they sell that junk and give me the credits anyway because they always give you the wrong stuff...the wrong amounts...and look at you like your cheating them if you crit on a structural module.
Needless to say I don't take many of these jobs, and never on anything that takes a factory run.
Factorys - 40k
Med harvesters - 42k except water and mineral
Med house - 60k
Most of my sales are large harvesters though. I price all of those at 90k except gas 80k and water 30k. I get large volume as a result (orders for 10 at a time are not uncommon) which makes the cost of schematics per harvester negligible when figuring overhead.
Buying walls cuts into the profit margin per harvester but lets me churn out harvesters faster. It works for me.
How do you deal with critical failures?
Byhitting my head on the table andswearing loudly.
~ Vaid (not Jascentia)
When ever i make deeds and the customer provides the resourcesTHEY are responsible for critical failures. I tell them up front the rules.
When I became a master architech and XP did nothing form me I charge 15% of the price I would normally charge if I provided the resources. This covers the factory cost/time (I only place factories when I need them as the 2 lots are bette used harvesting ore) and provides some income for me.
If i didn't charge somethingI would be poor really fast.
I offer to assemble buildings for a price if they provide the resources. I explain to them beforehand that If I critical fail on any smaller components such as wall modules I will reconstruct the item with my own resources. If I critical fail on the final combine, they are sol but I do not charge them for it.
The fee I charge is 15% of my normal prices for medium buildings and harvesters and 25% for heavy harvesters and Large houses. 30% for a PA hall.
Go play my smuggler/WS on another server.
I don't mind crit failing a 400 resource weapon.
I *do* mind crit failing a 55k resource structure.
Twice.
-Vivienne
Smash my keyboard. Broken 3 since I started SWG.
But then again, I have failures somewhat priced in, but it doesn't make the ones on large items any less painful really, at the end of the day, it still eats profits.
**edit** man! Hell wish you were on Eclipse. I need to make myself some more Heavies, but I'd just buy them from you at those prices!
Deoka wrote:
Factorys - 40k
Med harvesters - 42k except water and mineral
Med house - 60k
Most of my sales are large harvesters though. I price all of those at 90k except gas 80k and water 30k. I get large volume as a result (orders for 10 at a time are not uncommon) which makes the cost of schematics per harvester negligible when figuring overhead.
Buying walls cuts into the profit margin per harvester but lets me churn out harvesters faster. It works for me.