Armorsmith Archive

Thread: Prices!... Prices???

BigfootKC
Tue May 17, 2005 3:19 pm
#1

I just worked this schema out:

------------------------------------------------------|
| Segment | Core | Tailor | Final |
-------------|-----------|--------|----------|--------|
Named(100) | | 1870 | | |
-------------|-----------|--------|----------|--------|
Semi Rare(50)| | | | 530 |
-------------|-----------|--------|----------|--------|
Unnamed(10) | 1155 | 880 | | |
-------------|-----------|--------|----------|--------|
Junk(3) | | | 450 | |
-------------|-----------|--------|----------|--------|

now lets assume we use the prices for resource enclosed in the brackets above.
That will add up to 226.150 Credits a suit. (+530x50 for faction as it uses double amoung in final combine)

I think these prices are about right for resources on sunrunner. (resource kits go for 3mill, 100cpu)

NOW the question is... how much should do you make on armor? are my price estimates about right on your server too?

I thought about charging 300k for regular and 2mill for faction.

Faction is more than regular cause i have to move back and forth to recruiters, buy fp and stuff.

any suggestions on CALCULATING the armor price?

I know resource prices vary on the servers, but this way you can calculate an estimate on your price compared to cost to make it.



Poti's Protection ~"~ Armor with no artificial additives of any kind!


Find me on Tatooine, near Bestine in Mos Bahamut (-1691 -6540)
HairlessWook
Tue May 17, 2005 4:11 pm
#2


I use a system Ithat I emplyat work. Cost the porduct out...wellI try to do it within reason cuzI use some many reourses etc its hard to keep costs strait. So what I do is: figure my resourse costs at15 credits per unit(This is merely an average)...so if a core take 1000 units, cost is 15000 percore(just resourses). Then I take that number and divide it by .67 (which gives me a Gross Profit of 33%) so ur cores sell for 22400 each. Then I take skin costs, same system as cores. Lets say skin takes 200 units to make times 15 cpu divided by .67 which is 4500 credits. Follow the same method for synth cloth, fiber panels etc. Then I cost out maintenance on factories which lets say is 50 cph (credits per hour) and times that by the hours it took to create the one suit or piece, a little more math is used to figure that out, then divide by .67. Then do same for powering of factories. Then I throw on labor which depends on the complexity of the product and chance of critical failure. Mark every thing up, its part of ur business operation costs. U dont need to figure in abitrary costs like trip, deliveryetc. this method will cover those adequately. Figure ur vendor costs in too. U can mark this stuff up 40% and still get away with it or divide by .6. Just cores for a retail suit run 264, 000 credits if u layer them...U should at least charge 400-500k per layered suit. U dont charge for furture buying of resourses, thats ridiculous. Thats why u mark up the resourses ur using in the set. Hope this helps...this is not a collegiate dissertation so Im sorry bout grammatical errors or lucidity of post.



Nelorr
RIS Certified Master Armorsmith

New Alliance Republic, Correlia, Eclipse
Craft RIS and all makes of REBEL armor
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Message Edited by HairlessWook on 05-17-200504:12 PM

Message Edited by HairlessWook on 05-17-2005 04:12 PM



Nelorr
Master Shipwright
*StarSkreem* Shipyard
-1000, 2600 Dantooine Mining Outpost...400m from Starport.
Temporarily Retired. U can catch me on Khaz Modan
"Excellence is my Presence."
BigfootKC
Tue May 17, 2005 5:12 pm
#3

so what you say is basically just 40% up? so in my case it would be 316610? rounded to 320k



Poti's Protection ~"~ Armor with no artificial additives of any kind!


Find me on Tatooine, near Bestine in Mos Bahamut (-1691 -6540)
BigfootKC
Wed May 18, 2005 4:49 pm
#4

up?



Poti's Protection ~"~ Armor with no artificial additives of any kind!


Find me on Tatooine, near Bestine in Mos Bahamut (-1691 -6540)
ravingbantha
Wed May 18, 2005 5:01 pm
#5

I charge 30cpu flat rate. This covers higher and lower resources and still give me a nice profit... this breaks out to just a little over 300k for a sull suit.



Now for faction armor I charge 750k a suit, this more than covers the extra 160k credits worth of faction it takes for me and compensates me for my time to get everything extra... Now the real problem that you may find is ballancing costs with demand. If you charge too much yes you'll make more per suit, but you'll sell far less suits. Of cource for me, I'd much rather see more and more people running around in faction armor than not. This choice, and the fact that a few major ArmorSmiths quitting, has quickly moved me to the top of the list on Flurry when it comes to Armor and expecially Faction armor.


Not saying with 100% confidence that I'm on the top, but from awhat I'm hearing from customers it sure seems that way. So basicly, if you charge less for a product, that still gives you a good profit, you'll get a rep and a customer base, people will come to you, not just for faction armor, but for all types. And they will reccomend you to others. Remeber that one day those poor noobs that you hook up now, may become very rich and buy more expensive armor later on.


HairlessWook
Fri May 20, 2005 4:44 pm
#6






BigfootKC wrote:
so what you say is basically just 40% up? so in my case it would be 316610? rounded to 320k





Yes all cost of construction u should mark up 33-40% or divide costs by .67 or .6



Nelorr
Master Shipwright
*StarSkreem* Shipyard
-1000, 2600 Dantooine Mining Outpost...400m from Starport.
Temporarily Retired. U can catch me on Khaz Modan
"Excellence is my Presence."
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