Artisan Archive
Thread: Disposable Vehicles?
So, what am I missing here?
A swoop bike takes 8,000 metal to make. Ifit has 2500 HAM (with 4 credits per hit to repair), it will cost 10,000 credits to repair fully. IfI harvest myown materials and make my own bikes, why would I ever repair it? It would seem cheaper to drive it into the ground and make a new one.
Try another example.
If a speeder takes 4250 metal to make, and has a HAM of 3000, . . . it will cost 12,000 to repair. Once the market is flooded with vehicles, it will be cheaper for ANYONE to buy a new one thatto repair.
Again, . . . what am I missing here?
Not everyone has the skills to make them so the bike types aren't as disposable to most people.
I have heard of a few people that are planning on pricing the landspeeders at 10k though with the idea of making it cheaper to purchase a new one from them then to repair it. The idea behind that is that while they are taking a hit on what they could sell it for they make up for it by having return business.
I have heard of a few people that are planning on pricing the landspeeders at 10k though with the idea of making it cheaper to purchase a new one from them then to repair it. The idea behind that is that while they are taking a hit on what they could sell it for they make up for it by having return business.
HAHAHA, I can see it now.
"Well I'm loosing 500cr for every vehicle I sell, but I'll make up for it in volume!"
Once again I must stress to the consuming public that Artisans are not a charity. Insomuch as there is work in a game, we work hard to produce what we hope the public wants. It costs us 3-4 credits per unit to pull resources out of the ground. Skill levels, marketing costs and profit margin bring the final cost as high as 10cpu. Yes, profit, it's not a dirty word.
To be ashamed of making a profit is to devalue your own worth.
I never said that metal cost should equal credit cost to to the consumer. Clearly, all artisans will charge some number of credits per unit used that is greater than the cost per unit to gather.
What I was noting, however, is that it normally costs us about half-a-credit per unit to mine something. For us master artisans then, it would seem cheaper to make new vehicles. Just looking for someone else to check my math, really.
DarthBukai wrote:
It costs us 3-4 credits per unit to pull resources out of the ground.
I am pretty sure that this is very wrong, unless someone changed something when I wasn't looking. If you go to swgcraft.com and check out the harvester calulator, you will see that the actual cost to pull stuff is around half a credit per unit.
HAHAHA, I can see it now.
"Well I'm loosing 500cr for every vehicle I sell, but I'll make up for it in volume!"
Sorry ... that was too good. I had to steal it for my sig
Greetings,
This is going to sound silly perhaps, but what flavor of factory would be used to mass-produce Speeders? I was guessing an Equipment factory, but you never know (it’s not really armor, or a structure, or a chemical ... is it?). I have a great heaping pile of resources (and a handsom tip, of course) saved up for my local Master Artisan to work with, but I don’t want a speeder ... I want a schematic!
This conversation sounds like it's headed in the direction of the vehicle pricing thread:
http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=22779
-Sho'
pdrex wrote:
I just noticed this:DarthBukai wrote:
It costs us 3-4 credits per unit to pull resources out of the ground.I am pretty sure that this is very wrong, unless someone changed something when I wasn't looking. If you go to swgcraft.com and check out the harvester calulator, you will see that the actual cost to pull stuff is around half a credit per unit.
Please allow me to rephrase that then.
Resources we pull out of the ground are worth 3-4 credits per unit on the open market. That is the base by which I start my pricing.
I was being sarcastic.
Look at weaponsmiths or armorsmiths. They ALWAYS have repeat customers. What did Master Artisans ever sell that they had repeat customers? A heaping load of monkey spunk.
Finally a saleable item.