Artisan Archive
Thread: Swoops: How much does quality matter?
Does it matter?
Swoops go for 20k on Eclipse, 25k tops. To make one out of our top-end materials, it'd cost more than that. I'd like to throw some up for sale, but I feel like if I use materials where I'll break even, I'm going to be giving the customer poorer quality. Or am I?
How much of a difference is there, really, between a swoop made with 950+ SR material and one made with 400-500 SR material?
Message Edited by DesktopSaki on 06-03-2005 03:10 AM
You still need to stock reasonably HQ swoops as the rubbish ones cost a fortune to keep repairing. State what exp they are when you sell them.
I find there is a market for swoops in crates of 10 and 5 (one guy asks for crates of 50 from me). Swoops get destroyed v quickly these days and people want packs they can pull out from. The quality of these rarely matters.
Sasee
Sasee wrote:You still need to stock reasonably HQ swoops as the rubbish ones cost a fortune to keep repairing. State what exp they are when you sell them.
I find there is a market for swoops in crates of 10 and 5 (one guy asks for crates of 50 from me). Swoops get destroyed v quickly these days and people want packs they can pull out from. The quality of these rarely matters.
Sasee
HQ and Loq quality decay just as fast....
Simply put
low qual ones sell just as fast as high qual ones
want sales, do bulk
people perfer to buy in crates of 5 rather then worry about the swoops health.
HQ and Loq quality decay just as fast....
Well that's news to me. I thought a 50% experimented swoop needed much more regular and costly repairing than a 95% swoop.
the solution for me has been to make all the vehicles with a % in the title and pricing along a sliding scale
the higher end materials can be used for something else whereas vehicles feel somewhat disposable so if you want a high ham vehicle, they are basically paying for the sacrifice
the vehicles in crates are low end and priced cheap
Sasee wrote:
HQ and Loq quality decay just as fast....
Well that's news to me. I thought a 50% experimented swoop needed much more regular and costly repairing than a 95% swoop.
I am sure I used a 'poor' swoop quickly made for a while whichI had to repair loads. I then swapped for a 'good' swoop I made which cost much much less to repair because it seemed to decay slower. Maybe it was simply my imagination.
So a 2500 swoop decays at say 10% (250) the same rateas a 1500 swoop (150) and therefore the better swoop costs more to repair.
I'll check that out, thanks.
Sasee
They dont decay faster, its just that with 900 less health they start sputtering faster. I agree quality dont matter, if you buy "good" swoops you will be that more annoyed when the get blown up.
You will certainly see a visual difference.
The smoke and flames are generated as a percentage of decay.
If memory serves, smoke starts at 75% HP.
So let's assume that they decay 1 point per second (a number I made up).
When your 1500 HP swoop decays to 1125 HP (75%) in375 seconds, it will start to smoke.
In the same amount of time, your 2500 HP swoop will only have decayed to 2125 HP (85%) and will not smoke.
So even though they've decayed the same amount (375 HP) in the same amount of time (375 sec), the low-end swoop will start smoking first. My guess is that this is what all the people that claim low-end ones decay faster are observing.
Yes, they decay to zero faster because they start closer to zero. No, their rate of decay is not faster.