Architect Archive
Thread: Prices of Harvesters
What is going rate for meds and heavies now a days.
I am still geting same prices on factories and houses, but few have told me I am over charging on meds and heavies. They said market isn't what it use to be and that everything has tremendously dropped.
This is funny to me since I use to be an undercutter and it took several guild members and customers to finally convince me that I should raise prices.
This is example of my last price change. Please do not criticise me on prices, I only based it on what I thought market was and what I felt I could charge to make money, plus these are higher than original undercutting prices.
med mineral 15k exp med mineral 18-22k
heavy mineral 110k exp heavy mineral 125-135k
fusion generators 105k exp fusions 125k-130k
Am I charging too much? Have heavies truly dropped to 50k, if so I will stick to houses and current wall building contract.
I think the wall building contracts and systems setup between Masters and Novices is awesome.
your prices are slightly lower than mine.
but your right on the average rate from what all i have seen
anyone that is selling heavy harvesters for 50k should go ahead and check their architect degree at the door and go play something else heh.
These 'people' who tell you that your prices too high.. are they people trying to buy? if so, ignore them.. tell them you can sell them the materials it takes to build a heavy at the price they want to pay, and they can go and try to mine with that....
Going much lower than what you list (I am much higher, 20k mediums, 150k heavies) and its simply more profitable to just sell the resources straight up and takes a hell of a lot less of your time too
and you cant critical fail at mining ![]()
Actually, I'd say you're still low.
I've been getting 50k for my 7k medium harvs. Fusions with a 20+ rate are going for 200k easy.
We need to remember to keep a price range gap. If we don't, then we'll be stuck having to do 10 times the work for the same measly profits.
It was one thing to have barely any profits when quality didn't matter and all we had to worry about was getting "as much ore as possible". But now we have to find special materials of certain qualities and worry about experimentation. We need to make sure it's worth the time and trouble.
There is a reason weapons and armor smiths tend to get 15-20 credits per unit of resources. They buy them at 5 and make a profit. If we did that, we'd all be out of business.
We have to keep the profession viable.
Before, all we could do to compete was to slit each others throats (and our own in the process) on price. If we're smart, those days can be over.
Thank you for all the input. I thought I wasn't smoking crack, but I was concerned.
I think I will concider adjusting prices again
.
I was beginning to get fustrated, but this good response helps me out. Thanks all.
base price is 15k and I charge an additonal 10k per extraction point above 4. So a 7 pt medium would be 45k For the others the base is 35k.
For heavies:
base price is 110k and I charge 15k per point above 7, so a 11 pt harvester is
170k
And yes people have been buying em.
8kg/hr medium minerals 50k
11kg/hr heavy gas 230k
11kg/hr heavy flora/chem 250k
11kg/hr heavy mineral 280k
17kg/hr fusions 265k
Experimented part sales...
8kg/hr Light Ore Mining Unit 7k each
11kg/hr Ore Mining Unit, Fluid Pump, or Harvesting Mechanisms for 10k each.
I sell tons of parts and lots of harvesters. What other architects do with the parts they buy is their business.
Do you master archictects feel it is 3 points of extra experimentation that help get better extraction rates, or is it because of better resources used on ore mining units, general turbines, or such?
I wil be Master Arch tomorrow and I still have to play with 3 points of expirementation
.
Better resources help somewhat as they control the maximum achievable experimentation. If you use 440 unit toughness steel for your Ore Mining Units the maximum experimental value for those would be 44%. Likewise if you used 950 Unit Toughness steel the maximum result would be 95% though you'd need 9 experiment points to achieve that. With a typical master's five experiment points that 950 unit toughness steel might result in a 60-65% result on a nice experimentation session.
Extraction is currently controlled entirely by the experimentation result you get on Ore Mining Units, Light Ore MIning Units, Fluid Drilling Pumps, and Harvesting Mechanisms. 0% (crit fail) is base pre-patch I think, 1-24% = +1 extraction, 25-49% = +2 extraction, 50-74% = +3 extraction, and 75-100% = +4 extraction. Without a skill tape the best you can currently achieve at master is a +3 extraction bonus over the base though you need to use resources with a unit toughness somewhere in the 550+ range to achieve even that.
well u are for sure not to expensive, just several ^%$&*%^ are to cheap.
even what we can get is to cheap but well, thats our arhcitect life.
i do it this way (just minerals as exaple)
mediums 18k plus 10k each higher extraction rate
heavies 110k plus 10k each higher extraction rate
just wish we would come some day back to over 5cr/unit since pure resources go for more without risks of fails and so with tonns of losses of resources
/dreaming