Artisan Archive
Thread: The economy is not based correctly.
Pistol wrote:
I should go into the resource business and undercut everyone.
Energy
Say you're using a BER 9 wind on an 50% spot (resonable). They cost 1440 to run a day and produce 6480 resources.
Mineral
Using a BER 4 personal harv: 720 creds a day, 600 power for a total cost of 854 per day (rounded) producing 4608 resources.
comes out to .1853 cpu to produce. Factor in overhead (redeeding or replacing the harvestor)
of 3000 every 5 days or so (resource shifts) and the cost is about .3155 cpu.
so, selling at 2 cpu I make 32256 resources with every personal harvestor for a cost of 10178, netting me a net profit of 54334. You're going to spend at least 3 hours total surveying, operating, and moving that harvestor, so you're making 18K an hour (favorable scenario). Now, tell me how much money a combat class can pull down in a similar amount of time. The resource miners really aren't making a killing compared to their combat counterparts. I see no need to change the resource economy as it stands now.
On my server we went from August until three weeks ago without seeing two CRITICAL resources for high end droid modules. What do you think those resources are worth?
ROFL - it would also seem Pistol has no business sense.
"Everything starts with the surveyors. Armorsmiths, weaponsmiths, etc, usually end up making things and selling them for maybe 10% - 20% over cost."
by selling for more than what i got it for i make these sexy little thing called profit! with this profit i can afford to do other things with my business, buy new things for myself.
everythign should start with surveyors, we are teh ones that bring forth the means to create something, granted there are Architects that pull up their own resources but i'll bet ya they got some surveying skills to do so. i harvests resources for a living, i sell my goods no matter what the stats for 2 - 3 cr per unit. to me this is a fair deal and to others it is aswell. hmm maybe thats why i dont have any resources left? cause people keep buying them.
anyways that my 2 credits per unit
Pistol wrote:
I should go into the resource business and undercut everyone.
Hahaha! Go for it! I doub't you'll be doing it for long. You'll soon figure out that we're not talking about credits going into harvesters. We're taking about the real life time it takes to wait for something good to spawn, then survey what looks like a good spot attempt to plant harvesters. Sometimes you get lucky and get it all done in less than an hour. Other times you'll spend all night searching for a good spot.
So if you want to sell out in a day, which you'll do when you undercut everyone, it'll change nothing. You'll be a flash in the pan, a supplier with no supply and soon forgotten. Everyone else who's been doing it for awhile will continue to sell at the market price.
Time = money. If you want to sell your time short and have no supply to meet a constant demand, feel free. Let us know where your vendor is.
Pistol wrote:
"prices they are simply controlled by the surveyors."
I think that's the problem. Everything starts with the surveyors. Armorsmiths, weaponsmiths, etc, usually end up making things and selling them for maybe 10% - 20% over cost. When the resources to make something cost 100,000 its no wonder that descent armor and weapons cost so much.
ikolian wrote:
You have to have a profit margin. As far as cost of production, here's an calculation:
Energy
Say you're using a BER 9 wind on an 50% spot (resonable). They cost 1440 to run a day and produce 6480 resources.
Mineral
Using a BER 4 personal harv: 720 creds a day, 600 power for a total cost of 854 per day (rounded) producing 4608 resources.
comes out to .1853 cpu to produce. Factor in overhead (redeeding or replacing the harvestor)
of 3000 every 5 days or so (resource shifts) and the cost is about .3155 cpu.
so, selling at 2 cpu I make 32256 resources with every personal harvestor for a cost of 10178, netting me a net profit of 54334. You're going to spend at least 3 hours total surveying, operating, and moving that harvestor, so you're making 18K an hour (favorable scenario). Now, tell me how much money a combat class can pull down in a similar amount of time. The resource miners really aren't making a killing compared to their combat counterparts. I see no need to change the resource economy as it stands now.