Artisan Archive
Thread: The vehicle breakdown.
Hi guys, just throwing some numbers in so people might know what they get into.
As said in another thread, vehicles cost either 12500 or 16500 resources.
- At 4CPU, that gives 50K and 62500 credits, respectively.
- At 5 CPU, 66K and 82500.
Selling under 4 CPU doesn't seem worthwile: you cna then sell the steel to grinding people and make as much money with less effort.
SR coming into play, it's not any no-name resource, either.
Saying you're real dedictaed to vehicles, let's say you use all your harvesters (won't come into multiple accounts here) to mine say steel and copper. (Taking those exemples because I happened to find good spots for those on my server)
-Unless you can monitor precisely how much you harvest, you'll likely not harvest both resources in the exact proportions, so there will be some leftovers.
-Let's take a reasonable number and say (you're a math genius) you succeed in mining exactly 100K steel and 25K copper a day. (Note this requires decent equipment and quite a lot of lots already. No large house for you)
-You'll be able to make 10 vehicles a day. Less id demand for X32 is prevalent. (I doubt it from my preordrers)
-To avoid crit fails, I'm going to make them in the facctory. A 30K crit fail is bad. BUT, that means 9 vehiclesa day, not ten. Add 50K/9 to vehicle prices.That's a 55500 swoop now.
So, you'll sell for 503100 credits worth of vehicles per day. If, like me, you invested litterally millions of credits in a decent harvester line, you'll make your money back in a few days.
Now, the trick is, of course, if experimentation is really useful, high SR metals will skyrocket in prices. That could lead to some conflict with other crafters and, in turn, to an inflation in weapons and armor prices. Decay speed will dictate how fast we'll need t make vehicles, but this is going to be a serious drain on the resources market.
I believe the current TC schematic is not the final one. There's still a few days left until it's too late to change it.
Well Summner, the problem with selling them "as cheap" as a house is that they require quality resources. I'm ok to sell them for 12K (server ongoing price) but then people will yell after too few hit points. I'm not in the gouging market, but I have heavy investments to pay back, new heavy harcesters, etc. I spent 900K on this and operating expenses this week alone. If they lower the resources requirements, I'll make the same money, only by selling twice as much of them.
If I can make as much money by making more people happy, no problem, I'm not one of those that will sell vehicles for 1 million. (Well, if an idiot says "1 million for a vehicle NOW" I'll oblige, of course. Customer is king.
)
I agree.
But there's also another factor: a house is a house. A speeder isn'ta speeder, you cna experiment on it. That's why I wasn't overly worried of them being in ENG IV, I have three times their experimentation points anyway.
As to the rarity of vehicles, I think most people should have them, but they shuold require a little bit of work. 15K is to me three missions, (smuggler-pistoleer-politician as primary) and I think it's a little too easy. 50K represent a good day of work and you'll be happy to finally have your vehicle after that.
Not counting with the millions of resources around there, a purge of the inventories might not have been that bad. I guess the big ticket items will be starships (if they say everybody shoudl own a military starship by running 5 misions I'm going to bite someone) but as long as they aren't there, I'd like vehicles to be it. Matter of opinion I guess. Maybe because I've been walking since beta 1 and see the usefulness of vehicles. ![]()
Just in case anyone cares but it is incorrect to say that vehicles use the same resources as small houses. A small house needs only 10 modules at 250 resources each one small storage at 130, a light power unit uses only around 300 I think.. and the total combine only 500 so the total is around 4000 not like 12500 for vehicles and 16500 for landspeeders... so that's 3 times just in cost...
So if your selling these for anything less than around 40k your absolutely nuts... On the first day these will go for like 80k to 1 million to the crazy people.. So if your not looking to make you a decent amount of money from your time and your money buying and running harvesters.. or making em yourself than why are you even making them to start with apart from making them yourself?? why make 100 of these for nothing when you can make 10 and sell em for a fortune and spend your money on some fun stuff for yourself... If people pay 3 million for these dern holocron's then I want a piece of that money too..
My regular price will most likely stay around 50 to 75k but if these things decay we all will have a constant business... But I see little point in undermining your craft by virtually giving away your resources and time when you could have just sold it on the bazaar with much less trouble and no critical fails..
BlueStreak Holy (insert meaningless title here)
As far as the first day or three with vehicles.... I noted with the mounts that people were coming up rto other people and offering 100-500k for a mount. I would never sell these vehicles that high, standard......but if someone offers that much, heck yeah I'm gonna take em p on it!!!
Well, it's a free market and all the little Marxists out there need to realize we're not a charity. Let's get this down to competitive pricing as soon as we can but in the meantime, we can separate some fools from their money.
"50k per landspeeder LOSES money for me, b/c of al the running around, resource collecting"
Well, to me 50K is some benefit already: it's 4cpu for both bikes. Meaning you buy your resources at 3CPU, you make a 12500 credits profit. Not bad already. The speeders I'll sell 66K, 4cpu too.
OF course, as I mine my resources myself, I'll likely make more benefit, but that's thebonus for my work.
I plan on charging 5-8 credits per unit depending on the market. My main reason for this higher price is a two word answer: CRITICAL FAILURE. I will be investing in a very high quality crafting tool and crafting station. Losing that many resources would suck. So I will be pricing these items to make a descent profit and factoring in a few critical failures.