Architect Archive

Thread: BER 10 Med harvesters, easy to make but should i make heavies?

FoxyR
Mon May 03, 2004 3:59 am
#1

I learnt very early as a novice artisan crafting personal mineral harvesters the technique required when using experiment points to achieve the most effective result. I can make BER 10s with a 9/10 success rate which saves me using a factory. I actually like crafting my way to master architect and have done so with outthe use of a macro so far

Anyway given the costings involved with a BER 10 versus a BER 13 do you find people buy BER 13s?

Ber 10 @ 60 Cr/Hr = 6 Cr/BER
BER 13 @ 90 Cr/Hr = 6.92Cr/BER

I cost energy as a BER 9 Wind generator sat on a 60% deposit= 324 Units/hr
Therefor each unit of energy produced per hour costs 60 Cr/324 Units=0.19 Cr/Unit

BER 10 @ 60 Cr/hr + 50 energy/hr
50 Units Energy cost 9.5 Credits so the total cost per hour= 69.5 Cr/hr
Now sit this on a 60% deposit equals a cost per unit resource of 0.19 Credits

BER 13 @ 90 Cr/hr + 75 energy/hr
75 Units Energy cost 14.25 Credits so the total cost per hour= 114.25 Cr/hr
Now sit this on a 60% deposit equals a cost per unit resource of 0.24 Credits

So to gather 50k resource using a BER 10 costs 9.5k and using a BER 13 costs 12k but will take you 1.5 days extra to gather.

Please correct any calculations or errors and whether BER 10s sell easier than 13s.

Foxy'R

EO&E
Bandola
Mon May 03, 2004 4:56 am
#2

Both have sold well for me in the past. There are other advantages each hold over the other. Mediums can be placed on a smaller footprint, so it is possible to place a medium where a heavy doesn't fit, enabling you (on occasion) to place on the 'sweet spot' for a resource. Mediums are also often the favourite for static lot miners as they have a lower capital outlay at risk should the lot owner go awol. Heavies benefit from the faster extraction rate you mention, what is missing from your equation is the potential profit on sales of any resource, taking the figures you have quoted (and I haven't actually checked them), at a sales price of just 2cpu the medium would give a profit of 1.81 cpu against the heavy at 1.76 cpu, but as you can gather an additional 30% with the heavy this is actually more profitable per day.


There are many other things for the buyer to take into consideration and the actual worth to them will depend a lot on your selling prices, which are a factor of your server economics, which we on this forum have said many times varies from server to server.






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LadyGrey
Mon May 03, 2004 5:08 am
#3

If you simply look at how much it costs to pull up resources, then a BER 10 would seem to be the best to use. But the economics of the resources are not simple, and in many cases the extra cost of a BER 13 disappears into the noise. In the case of someone who is pulling up resources to be sold to others, and with current prices for good resources being between 5 and 10 credits per unit, the extra 30% you pull up, over the lifespan of a spawn, can mean a lot more credits in your pocket. In the case of someone who is pulling up resources to use themselves, that 30% can mean more product, hence more sales of that product. The extra storage capacity of heavies can be especially important when it is placed on one of the more expensive planets to fly to, because it doesn't have to be serviced as often during the course of the spawn.


If you are moving harvesters around a lot, and having to redeed, then redeeding cost might be something that should be considered. But for the most part, a harvester is placed near the beginning of a spawn, and left until the spawn is over. So your formula should include cost of maintenance, redeeding, a spawn life of a week (though ten days might be more realistic), and value of resource at 3 credit/unit (as a bare minimum). Once you have all of those in your formula, the comparison will be more valid.




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VelRahn
Mon May 03, 2004 6:04 am
#4






FoxyR wrote:

BER 10 @ 60 Cr/hr + 50 energy/hr
50 Units Energy cost 9.5 Credits so the total cost per hour= 69.5 Cr/hr
Now sit this on a 60% deposit equals a cost per unit resource of 0.19 Credits

BER 13 @ 90 Cr/hr + 75 energy/hr
75 Units Energy cost 14.25 Credits so the total cost per hour= 114.25 Cr/hr
Now sit this on a 60% deposit equals a cost per unit resource of 0.24 Credits

So to gather 50k resource using a BER 10 costs 9.5k and using a BER 13 costs 12k but will take you 1.5 days extra to gather.

Please correct any calculations or errors and whether BER 10s sell easier than 13s.





Think of the cost of most resources. Your typical grinding "crappy" resource usually sells for about 2 cpu on Sunrunner. Therefore, using a BER 10 harvester you get a 10.52x return, and using a BER 10 Heavy you get an 8.3x return. I find that being an Architect, you have to run a heavy harvester just to get enough ore. But at those profit margins, is there really any difference? Not really. Most of the merchant-types that have been doing crafting fora while now will realize the value of a heavy harvester. Each class uses alot of resources. I don't believe that you'll have a hard time selling heavy harvesters, but you'll really only be selling heavies to crafters to have a good business going and need a lot of materials. If you're wanting to stock a vendor, I'd start out with more med. than heavy and see what sells. They'll all sell eventually, but that will give you a good idea on how many of each type you should keep in stock.


To Bandola:


I thought Heavies and Meds had the same footprint? Anyone have a definite answer?






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ZenDragonMLS
Mon May 03, 2004 7:46 am
#5

The *size* of the medium and heavy footprint is exactly the same. Some people have commented that they have found mediums a bit more forgiving of rough terrain than heavies.

If you look around the board, there are several threads on BER10 vs BER13. In a nutshell, the comparison on operating costs is a complete red herring. As others have said, when resources go for 2-5 cpu, the 0.02 - 0.08 credits per unit operating cost difference is absolutely in the noise. If you want more resources or you want more profit, the answer is a total no-brainer - run heavies - period.

The situations where you run mediums have to do with capital expense (in that light, mediums are a stepping stone on the way to heavies) and risk management (e.g., if you are setting up static harvesters on someone else's lots, then you risk less investment using mediums.)



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Pawlin
Mon May 03, 2004 10:23 am
#6

"should i make heavies?"


In my opinion you really don't have to think about this cause your customers will drive it. You should make what your market is demanding. i.e. Make 5 heavies and 10 mediums and put them on your vendor. Then just restock whatever sells.


You can use whatever pricing strategy you choose to. If you feel heavies are a pain for you to make then jack up the profit to compensate.


If customers only buy mediums then no point in making heavies. But I'm sure you will find there is a market for heavies.


For me at least, I think that heavy floras seem to sell out faster than anything else. I'm guessing thats driven by the appearance on our server of a good Lok wheat or something.



Standard disclaimer: The economy varies a lot from server to server.




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Azrael101
Tue May 04, 2004 5:16 pm
#7

Also seems to be alot more Docs these days. And a booming Chef industry.


Floras are always in demand





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FoxyR
Wed May 05, 2004 5:35 am
#8

Just an update on my activities.

I have found I can craft all harvesters to max BER *freehand* and at my first attempt at a Fusion generator I made it to BER 14 before I even experimented on it lol, I spent all 9 experment points on the hopper and got it to 140k. I therefor believe I will be able to *craft to order* and just set my factory making structural modules, and such like, (i make walls myself from these for the crafting exp). I do a bit of shouting and take orders and then make the items and take them to the people who are buying them. Yes, its a bit of running about on my part but its just a delivery service really

My next step is to get a merchant going and advertise that. Trouble is theres so much I want to do and I find I have so little time to play.

Foxy'R - Bria
(ex- LoM)
Bandola
Wed May 05, 2004 5:59 am
#9






FoxyR wrote:
at my first attempt at a Fusion generator I made it to BER 14 before I even experimented on it lol,


That is the current status, there is no experimentation on efficiency for fusions, so whatever you get at the final combine is what you are stuck with, if this had turned out to be a 13 you would not have been able to experiment it up to a 14. This leaves only the hopper size as an experiment line. One daysome of usare hoping the Devs will give us full experimentation on Fusions, IMO it is broken.





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Manipulative
Wed May 05, 2004 9:37 am
#10

Like Pawlin says, you should make for sale both medium and heavy harvesters. You risk losing a desireable customer, when you pigeon-hole into just one harvester type. I know many, many archtiects that only sell medium BER 10 mineral harvs. That it, and nothing else. And they don't really have a different price than anyone else. If you have the time and resources, however, building the complete line-up will yield you more customers and more sales and more profits.


It's very simple. Most people like one-stop shopping. And offering it all will yield you happier customers.


As to the exact economics of the game and why would anyone buy a heavy, for 3-4X the price of a medium, for only a 30% increase in resources? It's because one of the largest constraints in the game is that there are only 10 lots per person. If someone wants more resources from their 10 lots, to enable them to create more goods for sale, one answer to that problem is to use a fleet of heavy harvesters, instead of a fleet of medium harvesters. For many, many crafters, maximizing the resource extraction, per lot used, is a really big priority.




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