Architect Archive
Thread: BER 10 Med harvesters, easy to make but should i make heavies?
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
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.
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.
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.)
"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.
Also seems to be alot more Docs these days. And a booming Chef industry.
Floras are always in demand
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)
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.
FoxyR wrote:
at my first attempt at a Fusion generator I made it to BER 14 before I even experimented on it lol,
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.