Artisan Archive
Thread: vehicle prices
Kylania
Wed Jun 23, 2004 9:50 am
#14
I'm seriously thinking about switching to using mounts. MIght be slower, but it's not 6000cr a DAY in maintenance. Even my houses don't cost that much!! It's almost better to just keep buying vehicles than it is to try to fix 'em. 
Flynn_Nomad
Wed Jun 23, 2004 10:21 am
#15
Another thing.
I use the 10k increment system as a guide NOT because of the resources involved. I HATE resource pricing.
EVERYONE wants a SWoop, so they will be expensive for that reason and that reason ONLY.
IRL, do you think a Porche really costs $30,000 MORE, than a Lexus?
AS paying for a NAME applies in real life, it should apply in game.
EchibMaverick
Wed Jun 23, 2004 11:15 am
#16
Swoops - 30k
Speederbikes - 25k
Landspeeder - 20k
Corbantis Server.
Speederbikes - 25k
Landspeeder - 20k
Corbantis Server.
Korlan
Wed Jun 23, 2004 11:47 am
#17
i only sell bikes that are between 80-99%... price remains the same. 20-16-12k
quitch
Wed Jun 23, 2004 11:59 am
#18
On Corbantis I bought a landspeeder for 12k and a speeder for 16k. On shadowfire, typical range is as follows:
Landspeeder: 10k-15k
Speederbike: 12k-20k
Swoop: 20k-30k
This is what I have seen as common.
Keaka26
Wed Jun 23, 2004 1:35 pm
#19
Up until very recently I was selling vehicles at 10k/15k/20k ...It doesnt cost me much time or resource to make them, I mine my own stuff, and I pass those savings on to the customer. Recently I changed my prices to 12/17/22k because I had trouble keeping enough resources on hand to keep up with the demand. I dont even have a vendor. Id say about once every hour, I will yell that I have vehicles for sale in Mos Eisly. Ive gotten some criticism from other vehicle sellers because of my prices, that I am "undercutting the whole economy"...
Keaka26
Wed Jun 23, 2004 1:40 pm
#20
By the way, my durability is between 80% and 90%. Also, total durability/HAM really doesnt matter on vehicles except that you need to make less trips to the vehicle garage. The cost to repair is still based on a x credits per 1 hp damage. If I have 100000000 HAM on my swoop, its still going to cost the same to repair 100 points as it will on a swoop that only has 1000 points...
I think Im going to start riding my mount most of the time, cept on reeeeal long journeys.
Fneegan
Thu Jun 24, 2004 5:56 am
#21
Well, pricewould depend on the QUALITY - and even then, ppl are getting bikes for much less than what they (or the resources themselves) are actually worth.
To make a GOOD vehicle, you need 8K of HIGH SR (Shock Resist) resources that typically sell for alot more than 3 or 5cpu. But, selling a bike for any more - not many would buy them.Selling a bikebetween 24k - 40k, I think is reasonable. I can certainly sell it for much less if you want to provide the GREAT resources needed to make one. More and more crafter are now identify their bike quality to help identify good bikes from crap bikes.
I have steel that is 1000 SR and copper that is about 800 SR and make 95% bikes.Since I'm aware of the quality ofresources, the qualityof my bikes and my buyers, I will factory make them and identify the quality of the bike, thus, sell them for a little more.
If you're spending alot on a bike repairs - it's probably due to a poorly crafted bikes with low quality resources. Unfortunately, there are many newcrafter whojust slaps a bike together regardless of quality and try to sell them at the same prices .
Korlan
Thu Jun 24, 2004 7:28 am
#22
Keaka26 wrote:
Up until very recently I was selling vehicles at 10k/15k/20k ...It doesnt cost me much time or resource to make them, I mine my own stuff, and I pass those savings on to the customer. Recently I changed my prices to 12/17/22k because I had trouble keeping enough resources on hand to keep up with the demand. I dont even have a vendor. Id say about once every hour, I will yell that I have vehicles for sale in Mos Eisly. Ive gotten some criticism from other vehicle sellers because of my prices, that I am "undercutting the whole economy"...
bah, who cares what they say I was selling mine for 16-12-10k from the start of the bike launch.. I upped my prices because my costs changed, so I had to make it up somewhere.
btw.. doing weaponsmith now too... so... am looking to drop my prices soon...
Keaka26
Thu Jun 24, 2004 8:11 am
#23
Like I said, quality has nothing to do with the AMOUNT you pay for repairs. It only changes how OFTEN you have to repair it. And Im not saying that having a high durability isnt nice (no one wants to stop by the garage every 2 minutes) but it doesnt save you any credits. Actually, with high durability, when you finally DO have to go for repairs, the cost for said repair may make some players wince in pain and want to get mounts instead.
Fneegan wrote:
Well, pricewould depend on the QUALITY - and even then, ppl are getting bikes for much less than what they (or the resources themselves) are actually worth.
To make a GOOD vehicle, you need 8K of HIGH SR (Shock Resist) resources that typically sell for alot more than 3 or 5cpu. But, selling a bike for any more - not many would buy them.Selling a bikebetween 24k - 40k, I think is reasonable. I can certainly sell it for much less if you want to provide the GREAT resources needed to make one. More and more crafter are now identify their bike quality to help identify good bikes from crap bikes.
I have steel that is 1000 SR and copper that is about 800 SR and make 95% bikes.Since I'm aware of the quality ofresources, the qualityof my bikes and my buyers, I will factory make them and identify the quality of the bike, thus, sell them for a little more.
If you're spending alot on a bike repairs - it's probably due to a poorly crafted bikes with low quality resources. Unfortunately, there are many newcrafter whojust slaps a bike together regardless of quality and try to sell them at the same prices .
Curxcha
Thu Jun 24, 2004 8:52 am
#24
Korlan wrote:
on eclipse i charge:
20k swoop
16k speederbike
12k landspeedr
resource price... 3 cpu? Then you add a couple k's for your time, skill and work. You should get some other prices then 
If you use very high sr ql on alu/ copper and steel. Go buy it, make the speeder and tell me your new price on a 6-8 cpu steel speeder. Ppl wont buy it. So better to use crap metals and sell it for 3.5 cpu and be done with it and they get a crappy mount.
Point is, your prices seems waaay low 
Keaka26
Thu Jun 24, 2004 9:10 am
#25
Anyone who mines their own resources can easily sell for dirt cheap. Like I said, I sold for 10k,15k,20k and its not like I was losing any money. The only thing you are charging for is your time and skill for the most part. The mined resources cost the miner like less than .5CPU... Selling for 2CPU is a decent profit margin. Personally, I cant see charging some poor n00b 40k to buy his first swoop, then have him need to repair his swoop for 4k, and not have enough freakin cash.
Anyways, I sell vehicles to help people, not to get rich.
starcraftWS
Thu Jun 24, 2004 9:38 am
#26
Currently charging 18k for X34s, 24k for Speederbikes, and 30k for Swoops. The swoops are always the biggest sellers, but the other two move off the vendor at a decent pace. All are experimented highly, usually in the 90+ percentages.