Artisan Archive

Thread: Pricing Formula

Puck_Starfire
Mon Feb 09, 2004 10:55 pm
#1


As everyone knows, there is a lot of debate over what is the "right" price to charge. We know that some Artisans greatly overcharge while others greatly undercharge. The ones overcharging hurt little, except for the fool's purse. The ones greatly undercharging are bringing the average price now, thus hurting everyone.


For months I've been working on a formula based off of experience and other Artisans' input that gives a price that is fair to the customer but also gives the Artisan a small profit. While the Armorsmiths and Architects are richer than rich, Droid Engineers and Artisans in general struggle to stay afloat. Why? Because no one can agree on a good pricing method. Well take a look at what I use. The formula is pretty simple:


Price = # of resources x ( "5" + Difficulty of item / 10 )


Let's break it down.


# of resources - this is the total number of resources, including the resources used in subcomponents. It is important to include the resources, not the price, of the subcomponent. If you do it the other way around you're pretty much cheating yourself.


"5" - this number can go up or down. It is pretty much just a "credit per unit" number, but increased to cover other costs. Broken down my way, I charge a base 3 cpu. The other 2 cpu helps cover maintenance of your extractors and store and vendors. Believe me, that 5 cpu is hardly enough to cover it completely, but it helps. Depending on the rarity of the materials, or supply and demand, this number could be much higher, like for example 15.


Difficulty of item/10 - This is your profit, and isn't much at that. This is called markup in the real world. When you buy something in real life, you pay for their cost to buy the item, their shipping costs, maintenance costs, storage costs, and a little extra that goes to them as profit. There really does not need to be a cap on this number, since the hardest things are a difficulty of 50. That gives you a profit of 5cpu. It may sound like a lot, but it isn't. Most things give you a profit more along the lines of 2 cpu.


Example: Let's take a simple R2 unit ( since I am a DE ). Off the top of my head, I believe they take a total of 1200 resources and a difficulty of 40). Plugging the numbers in, 1200 x (5+4), you get a cost of 10,800. This does not include modules. Just a bare-boned Droid. Now, 6,000 of that will probably go to your extractors, vendors, store, and travel. That leaves you with a profit of 4,800. Realistically 10,800 isn't alot. I ran across a spreadsheet that I printed out and kept, designed by a few of the beta testers way back. Their "agreed" price for the same Droid is 34,300. Quite a difference. Mine's 1/3 of the price.( and rightfully so since no one is going to pay 34k for one right now )


Experimentation


Now, if you're charging nothing for experimentation, you are really cheating yourself. You are selling a quality product at a "standard" price. Again, what do you charge? This is a harder one, so my method is pretty simple. This I'm still working on. It works, but could be better and any feedback is welcome.


Simply put: Price = base price + (base price x % of experiment bonus) Example: Taking the same R2 Droid, let's say I experiment him up to 85%. (10,800+(10,800 x 85%) = 19,980) He would then cost 19,980. There are so many variables with experimentation however, that a formula would be hard to come up with. But this is my start. Of course one can charge more or less.


Let's look at vehicles. I think I saw someone post that they charge 15,000 for a Speederbike. That's 2.5 cpu. That isn't even enough to cover your maintenance and trouble. Mine would run more around 54,000 (although I only charge 35,000 because of supply...a mere 5.8 cpu) People don't really realize what it takes to craft this stuff and sell this stuff. If you added up the expenses, it's alot. I think I spend about 150,000 a month on operating costs. I'm sure I spend more, but that is a guess. Now what is 2.5 cpu gonna give me in profit when I'm probably not even covering my bills? Just something to think about.


Well there you have it. Constructive feedback is always welcome.









Ykai
Mon Aug 08, 2005 7:29 am
#2

Hello all,


I have a question about pricing. Although I am not new crafting and the usual 'shopping around' for prices, I would rather use my "See what it costs and make a good price" type system. Does anyone else do this, have a formula for it?


Thanks



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Goraf
Mon Aug 08, 2005 7:48 am
#3

You really need to consider more than just operating cost. If you pull a resource out of the ground for <1cpu and sell for 5cpu, it looks like you made a good profit. But any resource used to make a GOOD starship component should sell for 5-10cpu or more on the resource market. I guess it depends on the quality of the components you want to produce. High volume low quality or low volume high quality.



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