Bio Engineer Archive
Thread: Pet prices.
Just wondering whats a good rule of thumb to go by when pricing pets? My problem is I don't know what a pet is worth. I just made thses.
http://www.imagedump.com/index.cgi?pick=get&tp=25744
http://www.imagedump.com/index.cgi?pick=get&tp=25749
Just wondering how much these are worth. someone told me around 20-30k apiece.
Is there a system when it comes to pricing pets?
Personally i would charge
Average HAM: 9036, Cost: 28916
Armor Cost: 25000
DPS: 235, Accurate DPS: 92, Cost: 16028
Special Ability Cost: 5000
Total Res: 283 of 720 max, Cost: 32115
Grand Total of: 107060 for the kimo
Average HAM: 9030, Cost: 28897
DPS: 174, Accurate DPS: 66, Cost: 11599
Special Ability Cost: 22500
Total Res: 182 of 720 max, Cost: 21352.5
Grand Total of: 84348 for the rancor
so your saying charge 3 creds per 1 point on the averege HAM.
25k for armor.
but you said only 5k for specials. should some specials be worth more than others. and what about ranged and CL?
I didn't understand how you got prices for your damage and resists though
This is a good start. I like the 3 creds per 1 point of average HAM. and the 25k for armor. I see a good pet pricing system in the works. I believe this could help strengthen the BE economy and help people understand what their pets are worth when they make them.
All so complicated in calculations! ![]()
I've been pricing pets based on how time consuming they are for me to make. Judging from the stats ofthat kimo and rancor, looks like the DNA used is aggressive but easily sampled creatures. If it was me, I'd price them both between60k and 70k.
Works out pretty well for me, and my customers too.
Almost all of my BE pets are now 5th Gen + and almost always have at least 50 % Kin res starting at cl 15, between cl 11-14 the kinetic res starts to slip down to 47 and even 43. Usally i spend the entire day gathering dna and refineing it into high level clones to down sample, latley i have been getting upwards of about 15 new clone dna samples from anything i make that is AA or high. All of my Petables come out with about 6.5-11k ham Kin resistances from none->50% the Cl is normally be tween 15-25. im not shooting to get armor on until i start pushing into the cl 35ish clone marks.
I might seem a little over pricey but hell if anyone had to deal with gathering the dna and the critical failures on inital combine(now that is bull when you loose a sample that took you all day to make) and the fact that clones are 100% on the dna it makes this profession a odd one indeed since there is no real cost to being a creaturesmith other than combineing dna and travel expensis
Right now I am charging what the market will bear.
A good CL70 will go for 500K+, and require you to give them the god-how-I-hate-sampling-mutant-rancors speech. This is a vanity item. The CL50ish creatures often have better kinetic, but there is something magical about CL70 that makes that wallet open wide.
A creature with 60% kinetic and light armor in the CL50+ range will command 100-300K. If you make it a kimo, it will go for 200-400K, since people are fixated on kimos.
A 30-35 creature with light armor and kinetic (a graul replacement) will go for 100-200K.
A greater sludge panther type CL20 creature with high kinetic, no armor,and a lot of special optionswill go for around 50-100k. MCH's love these since they can put 3 out at a time and they just beat the daylights out of stuff. There are alot of people out there who want replacements for GSPs.
NCH pets will sell for 3-15K, and you have to suffer 20 minutes of questions and an unpleasant haggling process. I suggest if you are a MBE you let non masters and creature handlershave this business entirely. Cheap noob pets really are best filled by CH's..let them have some fun, since they will buy from you. Some may say my prices are high, but I like them high because it leaves room for CH's to make a living. Going from a CH pet to a BE pet should be a big step up financially. When they have money and they want a quality pet, they will come. THis is a good thing. You dont want noobs asking you for CL10 kimos for 3k credits (with the caveat that in a mission or two they will have that 3k, and if you just be patient and wait on them, they will make time to come tell you what specials they want on their kimo).
Any experimental byproduct I'llput up on the vendor for 2*HAM(in k) + maxdmg/20 in K. IE a 6k creature with 200max dmg would be 22K. Someone, somewhere will buy it eventually.
Orders which require me to develop new recipies cost (1) arm and one (1) leg. Rush jobs that require me to drop everything to fill usually cost 500k-1M to consider. If I get a special order and have to do research and go through a few generations to get the desired beast, Ill charge extra. I wont fill an order that wasnt emailed, since if they are not serious enough to email me, they will likely default on payment.
Actually 3.2 Credits per avg HAM point, what i did iswrote down what i belive'd and witness'd as the max possibles for any one stat of a BEable pet and set prices based on the high pitch that if god played this game and made his own pet it would have 20k Ham Ar 3 60/100% res and do 1000-1100 @ 2.0 :0.55 and that would be around 500k then i divided up what is important on a clone and what you could clone dna to specifically handle, HAM/dmg/Specials/armor/resistance
Using Tal's theory on Avg Ham/10 CLs, i figure that a Cl 70 clone could have at max 20k ham, which would look a little like the following at 3.2 credits:
CL10 = average of 2000 HAM *3.2cr = 6,400 CL20 = average of 5000 HAM *3.2cr = 16,000 CL30 = average of 8000 HAM *3.2cr = 25,600 CL40 = average of 11000 HAM *3.2cr = 35,200 CL50 = average of 14000 HAM *3.2cr = 44,800 CL60 = average of 17000 HAM *3.2cr = 54,400 CL70 = average of 20000 HAM *3.2cr = 64,000
Armor is 25k Per AR(in the event that we could ever get AR 2 or 3 on a player control'ed animal)
Resistances are kinda Iffy, what is important to you may not be important to some one else, so i went to the Armorsmith forums and dug up the thread on what to specilize when making certain pieces of armor IE Res Vs Acid on helmets(BH eye shot) Heat on torse(chest/torse shot in pistolteer and Bounty lines) etc etc, then i ordered them in order of usefulness and how much dmg the opposing dmg type will be doing, i have 4 catagories of Effectivness priceing Common, Exotic, Specialized, Rare, Finaly price based on resistnaces is on a point for point basis(so i dont have to do some stupid math to figure out what to charge that stat at) i was originally shooting for if the pet has 60% common and 100% everything else its worth 100k on resistance alone, but later lowered it so that there more inline with the cost of a 20k ham pet and also to be base 8 friendly(Ie 128k64k 32k 16k 8k etc)
Common Dmg includes kinetic and Energy, these have been reported to max at 60% no Be pets, these are the bread and butter, so i charge 225 per %, Exotics are starting to be more common but i figure with the big 3's this is a good stand point and charge 105cr a %, Specialized is basicallyBlast dmg IE the Launcher pistol and the power hammer these are preatty much special order resistances and weigh in at 90cr a % for me, finally Rare Cold/Stun, these are mainly seen on the Cryoband grenades and also on jawa ion cannons(any rifleman) but again these are special dmg types that are more a on a case per case basis. Chart follows:
Kinetic 60% *225cr = 13,500
Energy 60% *225cr = 13,500
Electricity 100% *105cr = 10500
Acid 100% *105 = 10500
Heat 100% *105 = 10500
Blast 100% *90 = 9,000
Cold 100% *37.5 = 3,750
Stun 100% *37.5 = 3,750
Specials are based on Training Costs for certain Tiers of skills in Marksmen and brawler i listed them in the order i though that they are ranked as most Devistating on a oppenete(ie which has the greatest long term effects as opposed to imediate effects) since that is how i price specials(which im starting to just not care about cause pets rarely use specials) Here is my price chart for specials, Please remmber which i include the price the fact on if certain specials in question will ever be allowed on clones im merly adding this in just in case.):
Intimidation - 2500
Stunning Strike - 2500
Crippling Strike - 2500
Blinding Strike - 2500
Dizzy Strike - 5,000
Knockdown 10,000
=======================
Mild Poison - 2500
Mild Disease - 5000
Medium Poison - 7,500
Medium Disease 10,000
Strong Poison - 12,500
Strong Disease 15,000
========================
Open Wounds - 15,000
Force Strike - 30,000
========================
Poison Spray - 25,000
Area Combo 25,000
Plague Strike - 32,000
Force Blow - 32,000
For those that dont know what these do here is the list:
Blinding Strike - state Blind
Dizzy Strike - state Dizzy
Stunning Strike - state Stunned
Intimidation - state Intimidated
Crippling Strike - posture down one level
Knockdown - posture Knocked Down
Open Wounds - state Bleeding (if wounded)
Mild Poison - state Poisoned (weak)
Medium Poison - state Poisoned (medium)
Strong Poison - state Poisoned (strong)
Poison Spray - state Poisoned (AoE)
Mild Disease - state Diseased (weak)
Medium Disease - state Diseased (medium)
Strong Disease - state Diseased (strong)
Plague Strike - state Diseased (AoE)
Force Strike - state Dizzy and posture Knocked Down
Force Blow - state Dizzy and posture Knocked Down (AoE)
Area Combo - states Dizzy, Stunned, Intimidated, and Blind (AoE)
Lastly there is the Question on Dmg, for some DMG is merly cosmetical, for others it can be the major selling point.
First off Dmg will include the following varibles from a purely dmg output point of view:
Min dmg, Max dmg, Attack Speed, Base to Hit
and additionaly If Ranged attack able(since this incresses the range at which a pet can attack and therefore its abiltiy to deal dmg)
First of we need a way to really get the value out of the numbers above so the following formula does that:
(Min dmg+Max dmg)/2=Avg Dmg
Avg Dmg / Attack Speed = Base average dmg per second.
Base DPS * To hit = Base Attack Value
In a statisticaly perfect world the amount of dmg the clone should do.
With real world numbers(for 500-550 @ 2.0 :0.55): ((min dmg 500+ max dmg 550=1050)/2)=(avg dmg 525/spd 2.0)=(dps 275*0.55)=Potential dmg or 151.25 <-- this is the magic number
now with 151.25 we can see the value of the stats(statistically that is) here is where Ranged comes into play since i saw no fair way to add it into the cost as a special i made it apart of the formula
If Ranged Able Then: Magic number * 175 = credit value of combat stats
Else If NOT Ranged able Then: Magic Number * 125 = credit value of combat stats
In other words 500-550 2.0:0.55 is worth roughy 18,906.25 Credits if the creature does purely melee dmg, if it is Range'd capable then its comabt stats would be worth 26,469.75 credits.
Whew thats preatty much about how to setup a priceing formula with a BE pet.
Btw i have this already in a calculator:
http://www.xyberviri.net/swg.html
Direct link: http://www.xyberviri.net/cgi/swg-be2.cgi