Bio Engineer Archive
Thread: Pet pricing system?
Woops that was meant to read 100k+ for 50 crate of 1k+ heal pet stim C's. Sorry for any confusion.
RasoC wrote:
It seems strange to me that we are willing to charge (and CH's are willing to pay) 100k+ for 1k heal pet stim C's, YET we aren't willing to charge 100k+ for the very pets they use them on? Pet Stims are a CONSUMABLE comodity, pets are not! Pets should be worth far more than the heals we throw away on them... this makes sense to me...
the problem with mine is lvl 10 pets there hard (for me ) to make and are not worth the money
so if i make them ill charge alot more like 20 -30 k for a lvl cl 10 pet with over 2k ham
He was made from Merek and a combo of Spiders from Endor
I realy liked the pricing system... going to start using it myself... Just going so save the monster pets that turn out very low level for auction.
Armor Rating: Light
Special Protection
Kinetic 40.0%
Energy 40.0%
Heat 70.0%
Cold 80.0%
Acid 80.0%
Effectiveness
Blast 5.0%
Restraint 5.0%
Electricity 5.0%
Vulnerability
Stun -
Aggressive: Yes
Stalker: No
Has Babies: Yes
Meat type: Insect
Deathblows: Yes
Ferocity: 0
Difficulty Level: 58
Special Attack 1: Stunning Strike
Special Attack 2: Unknown
Base-To-Hit: 0.52
Damage: 400-510
Attack Speed: 2
HAM: 12400
Eff vs Energy: 41333
Eff vs Kinetic: 41333
Ranged Attack: Yes
This is the arachne widow one of the strongest pet a CH can find. The CH on my Server sell them for 500k+ each
Sense we can make this pet with 20% higher Kinetic and energy, raise the damage while lowering the level...
Why should we sell it for less?
I have seen max pets selling for over 2 mil each...
Not having the skill points for a vendor, I charge 3k for the pets I don’t want. ![]()
Charge what ever you think the pets are worth, due to your time involved in making them.
my general system:
5K fun pets (some people just want a critter to hang out with them, made from yard trash DNA, the first 5 samples i find)
30K non-CH fighting pets (these are a pain to make, but i feel bad charging more than this for them)
1K per CL CH low to mid level pets (these are easy to make and you can get decent DNa for them with minimal risk to your self
2K per CL CH high level pets (anything that has armor, I may start rasing the price on these as I can't keep them in stock)
2K-3K per CL Custom order pets (if the buyer specifys anything beyond, I want a blank color/ blank skin/ blank CL. Most people asking for custom pets want high resists, high ham, high dammage, good specials, all at a low CL. These are a total pain to make and hardly worth your time.
I tried to have a system of what to charge based on specials, ham, resists, armor, but all in all it was a pain to use and with the system above pets fly off the vendor and no one complains about the price.
Eede
MBE/Mpike Ahzia
I've not worked out a pricing system yet, since I'm kinda new to this BE lark, but making low level armoured pets is a tricky thing to do.
I think a good system for charging for pets should be of the form
(a * HAM + b * kinetic + c * energy + d * avg of other resists + e * damage + AR1 premium + ranged premium + specials premium) / cl
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=43892
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.
I was going to include the Cl in the formula but that proved to be a big head ache so i base it on stats purely(sorta like (70-cl)*(100) )
Btw i have this already in a calculator:
http://www.xyberviri.net/swg.html
Direct link: http://www.xyberviri.net/cgi/swg-be2.cgi