Artisan Archive

Thread: Droid Batteries

JansosHosphe
Fri Apr 16, 2004 10:13 am
#14

Actually, the wander thing probably wouldn't be all that hard to implement... just have it take the following steps


1) when you tell it to wander around your house, it randomly sets a patrol point somewhere within the house. If you are outside, it sets a point somewhere within 50m of your current location


2) when it reaches the point, it clears it and randomly sets another, once again somewhere in the house or somewhere close to your location.


3) loop back to 1, and continue until told to stop or stored.


It would be a simple, small subroutine. It would make the patrol activity random, which is what the original poster wants... My question is, who makes their droid patrol anyway? Entertainers sometimes, to use it as an advertiser, and who else? As far as I know, billboarding is the only use for patrolling.




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Asteroids
Mon Jun 21, 2004 12:26 pm
#15

They sell fairly well on my droids vendor at 10k per crate (4 use) on Tarquinas. Sales picked up after the droid patches as there was a increased need for batteries.
Opiam
Wed Jun 23, 2004 6:22 am
#16

Alot of players group with droids to get better paying missions and group xp. Usually one decent hunting session causes the battery on these droids to go flat. There is definetly a market for batteries. Prior to my crafting days, I do recall being completaly frustrated at not being able to use my droid because it had low power. Even worse was not being able to find a vendor with batteries on it.


Hopefully, after the combat revamp and buff nerf, people are encouraged to use their drids in combat alot more and the market for batteries gets even better.
OckVofad
Wed Jun 23, 2004 1:00 pm
#17

Ironically, Droid batteries are one of the items that some Droid Engineers neglect to have on their vendors. Get a factory,make crates of them, and always keep them in stock.You wont get rich but they will pay the bills.


I sell them 7.5k per crate.



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beccamallawrrl
Sat Jun 26, 2004 6:42 pm
#18

Droid batteries go pretty good because of the droids rebuilt publish.



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Pheloneus
Sat Jun 26, 2004 6:54 pm
#19

yeah, everyone can use droid batteries.



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PurpleWarrior
Mon Jun 28, 2004 8:56 am
#20

Droid batteries sell quite well.


My wife does them for 4K/crate and they're a steady mover.



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SpoockDK
Thu Aug 05, 2004 11:56 am
#21

Hello people


While im trying to get money for grinding my way up to master DE I would like som advice...I am planning on selling backpacks filled with droid batteries on the bazaar, but what would be an appropiate (spelling) price for 100 droid batteries and a backpack and is there a market for it?


I would also be happy for other ideas for a newbie master artisan to make money


Thanks in advance
Ripchi
Thu Aug 05, 2004 1:35 pm
#22

I wouldn't sell backpacks of batteries. Get a factory and crank out crates of batteries. The'll sell better. Each crate can hold up to 25 stacks of batteries, and if you use good resources and experiment, each stack will have 4 uses. So 100 uses of batteries in a single crate, which only takes up 1 spot in their inventory.


Plus a sceptic will see a backpack and wonder if what you say is inside is really what's inside.


I can easily sell a crate of 25 4 use batteries on the bazaar for 4000 credits.



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CasualMaker
Thu Aug 05, 2004 2:02 pm
#23



Ripchi wrote:
I wouldn't sell backpacks of batteries. Get a factory and crank out crates of batteries. The'll sell better. Each crate can hold up to 25 stacks of batteries, and if you use good resources and experiment, each stack will have 4 uses. So 100 uses of batteries in a single crate, which only takes up 1 spot in their inventory.
Plus a sceptic will see a backpack and wonder if what you say is inside is really what's inside.
I can easily sell a crate of 25 4 use batteries on the bazaar for 4000 credits.




Well, 2 places of inventory, actually: 1 for the crate and 1 for the battery currently being used to charge droids.



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Ripchi
Thu Aug 05, 2004 2:09 pm
#24

Technically, my statement was correct...


100 uses of batteries in a single crate, which only takes up 1 spot in their inventory.


The crate takes up 1 inventory slot, and contains 100 uses. To use it will require an extra inventory slot, but the crate itself does in fact only take up 1 spot.



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KDenelor
Thu Aug 05, 2004 3:44 pm
#25

lol. nothin like splittin hairs



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Warryyr
Fri Aug 06, 2004 12:46 am
#26



I'd say save the money from using the backpacks, and sell them individually.


Each battery you make should be good for anywhere from 2 to 3 uses - it's more like a pack of batteries than a single battery(basically, each battery has 1 to 4 batteries in it, if that makes sense).


Sell them as cheap as you can (so you can keep making and selling, you'll make less each sale but make more sales). Look at prices on the bazaar for batteries, and beat them by a little.


For some quick credits in a pinch, try running artisan missions from Dee'ja Peak, Naboo to Moenia, Naboo and back again - each roundtrip will get you about 6000 credits if you look for the highest paying missions (hit Refresh when looking at the artisan mission terminal).


You can make about 20,000 credits in a very short time to help you get on your feet as an artisan (for travel money, etc.)


I would recommend you sell batteries or do the missions until you get enough to buy yourself some energy harvestors, like solar generators (for solar power) or fusion ion generators (for radioactive power).


The only thing you need to run these harvestors is to deposit credits into them for maintenance - do NOT let them run out of maintenance or they get destroyed automatically! So, you guessed it, after you buy the harvestors you need more credits to run them - so you either must run more missions or sell more batteries. All this effort will pay off big time very soon, I promise.


Survey to find a high concentration of solar energy (with an ambient solar energy survey device - for solar energy this is usually a max concentration of 50% to 60%) or radioactive (with a mineral survey device, no max concentration can get to 100%).


Put the harvestor where you find a high concentration. If the harvester can't be placed, keep moving until it can, preferrably as close to the high concentration as possible. Try to find as high a concentration as you can at this point - you want the most stuff out of your energy harvestor for the credits you put in!


Put as many credits as you can into the harvestors, so that you have plenty of maintenance. You don't want to run out of maintenance! **write down the number of credits you put in so you know it later on**


Edit the name of the waypoint to your energy harvestor with how many days' maintenance is left in it, so you don't lose track - like, 4d from Sun for "4 days from Sunday"


Check on your harvestors regularly, resources shift all the time (solar lasts about 7 days or so usually, radioactive lasts about 5 or 6 days). When the resource you're diggin up is gone, the harvestor will stop but maintenance keeps going down. Don't forget about your harvestors.


When the resource is gone, empty the harvestor hopper and bingo, you've got power to sell!!!! Destroy the structure and make SURE everything appears in green and it says the structure WILL be redeeded. If anything is red, put more credits in until it's not and THEN destroy and re-deed the structure. The harvestor goes back in your inventory in deed form to use again whenever you want. Examine the deed and look for a surplus maintenance amount. Subtract this from the amount you initially deposited in the

harvestor. This is the # of credits you've spent to get this power.


Now, use the calculator on your computer and divide the # of credits you put into your harvestor (that you saved above) by the number of energy units you got out. Let's say you ended up using 5000 credits and got 15000 units of power. Divide 5000 by 15000 and you get 0.333333333 - this is how much you need to charge for your power to BREAK EVEN.


Round 0.333 to 1 - so sell your power for 15000 credits. You just made 10000 credits for a little investment of time and effort. You've tripled the money you put in. Power on the bazaar at 1cpu (credits per unit) sells VERY fast. You will make some good cash quickly. You can also sell power for 2 credits per unit, but then it's likely to sit on the bazaar longer. You want to make a good profit at a quick pace, don't get too greedy just yet


Good luck!


This process becomes very easy once you've done it awhile, take it step by step and make sure you're selling for a profit. In general, if you get a resource spot that's over 70% concentration, you're going to make yourself some good credits.

Message Edited by Warryyr on 08-05-2004 12:48 PM

Message Edited by Warryyr on 08-05-2004 12:55 PM

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