Artisan Archive
Thread: Price for harvesters?
Just thought I'd ask what you all think is a reasonable price for:
1. A floral harvester
2. An ore harvester
3. A wind generator
Ty ![]()
Tiiquila.
Isnt the rule of thumb 2x-5x total ore + Your Overhead (your time and or quality?).
Personal Mineral Extractor = 250 units x2 (or x5) = 500 (or 1250).
I would think that it would be somewhere between 1500 and 3250 and maybe a small premium if its a well done experiment with high quality components.
Then again, I'm just guestimating.
I put up a mineral harvester for 1500. It sold in like... never. So whatever the price is it is less than that.
Actually once you attain the Eng 3 making your own harvester is incredibly easy. In fact getting the skill without a harvester (how I did it) is probably faster and less hasslethan with one. So I'm not sure who a relatively high priced harvester would appeal to. Certainly nobody in my galaxy.
Pls read this post for my explanation why!
Ick
Ick Brothers Trading Company
[)|(]
http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=2136
After 4 days some sucker finally bought my mineral harvester for 1500. Yes! Maybe I should've made it higher. Ah well.
So I'm thinking there might be a good market for harvesters in the game's future, at least better than now. After a few more weeks creating harvesters will be a non-issue for most current Artisans since they will be high level and by necessity already have good resource supply channels. However newbie non-Artisans may see owning harvesters as a good way to make some steady incoming by supplying to those channels. They will not want to bother acquiring Eng3 though so they will be forced to buy deeds. High level Artisans will also want to startup other non-Artisan characters and have the same desire. So I predict a steady market to come. (then again I predicted nobody would by my harvester before... bah)
I think part of the problem atm is that the bazaar terminals are not listing harvesters under the correct heading. I had 2 in there and never managed to find them. Ended up making a direct sale instead ![]()
Ylara
1. A floral harvester 1500 - 2500
2. An ore harvester 1500 - 2500
3. A wind generator 1500 - 2500
Geeze, that might explain why some of mine never sold. Your price will vary based on galaxy and planet. Planets with less crafters on them can demand a higher price. I've sold a couple harvesters on Naboo for 3000 apiece, so it just depends on how badly someone needs one and if anyone else has one listed.
I'm personally all for keeping harveter prices up around 3000. Their maintenance gets pretty expensive. So if you aren't selling half the materials (2.5 per unit, btw, or 2.25 for stacks over 200) from a harvester, you won't be able to afford the maintenance on it and the wind generator it uses unless you can sell at least one every day for around 3k.
Remember, maintenance costs about 900/day for a harvester, 1800/day for wind power.So for me to run4 harvesters and a generator, I'd need to sell 2 harvesters every day for 2700, or I'd have to sell a good chunk of what I'm harvesting, which of course reduces their value a fair amount.
If you shop around and use the best materials, your maintenance costs should be around 720/day for personal harvesters, and 1440/day for wind generators. If you are paying 900 a day, you are using crap resources for the job, and eating about 1000 creds a week in costs you shouldn't have to pay.
Im going to experiment with this, Someone said that radioactive ore will power a harvester, so set a harvester to each of the following, 1 x steel, 1x aluminum, 1xnonmetallic minerals, 1x oil, 1x radioactive
pay no maintenance, and see if they will produce more resources than are consumed in making them.
If the net effect is yes, they will in their lifetimes produce more more than is necessary to build them, there will be an initial outlay of materials, and then the true perpetual motion machine will be created. If Im feeling truly lazy, I'll find a trustworthy fellow to empty the hoppers for me periodically, I could simply run a circuit of the 5 machines once per real week to replace the broken machines. Im not sure that it will work, but I think its worth a try.
I have those resources set on 60% or better areas and they last about 3-4 days for 1000-1500 units in 24 hours. One wind generator powers about 3. Personally I think they are way too cheap. It's far cheaper to let it die and build a new one.