Bio Engineer Archive

Thread: Price guide

Nostromoo
Tue Jul 15, 2003 8:51 am
#14

I honestly don't know the going rate for hides on Eclipse. I am on Talus most of the time and I have hides and bones coming out of my ears. I only need 50 of each myself so I can make enough traps and camps for each trip I make but I can easily come back from a trip with 1000 hide and not know what to do with them. In fact, I stopped hunting because I had too many but now I give it all to a local tailor to make clothes with. She makes some nice clothes for me in return and that keeps me happy. But seeing as hide and bone really is so easy to gather I think it should be fairly cheap. 2cr a unit seems a fair price. More for better qualty perhaps as some specialist hides (like those from sludge panthers etc) are harder to come by and the animals are harder to kill. Paralopes, Krabbus, Crazed Durnis and Giant Gubbas are what I normally go for - they are very common on Corellia and if I come across any while out surveying I can quickly take outthe entire family before carrying on. Plus you can do a destroy mission, get told where the lairs are and get paid to kill the animals so how easy can it get?


As for resources, there is an excellent program called SWGCalc that I use. If you survey mine then just charge whatever your time is worth because basically it's free. But it you are using harvesters this program will work out how much each unit of material has cost you to mine. Then you can add on your own profit margins and any manufacturing time onto that figure which again is whatever your time is worth. It takes into account power generators or purchased power too. But of course you need to add to the figure this program gives you any additional costs incurred such as shutdown costs for reclaiming the deeds or manufacturing new harvesters if you just intend to let the old ones die.




¯ Gorja La'Tau ¯
Master Dancer | Master Teras Kasi
Proud member of TALUS MOON - Soul of Eclipse | Citizen of TIRIUS - City of Roleplayers
Beloved of Sassira DeVries
Braan
Tue Jul 15, 2003 9:25 am
#15

I would like to know how you can possibly mine minerals for less than 2 credits per unit. So far I find that impossible to do, unless of course you are sampling. If sampling then selling minerals for 2cr is plain nuts... that kind of time must be worth more that 2cr alone.


I am serious though, I would love to sell minerals for 2cr and still make a fair profit... so let me know how you do it.

MonkeyVoodoo
Tue Jul 15, 2003 10:20 am
#16

I dont really know what to charge for bones and hides. I either give them away or trade favours. I'm carrying about 5k worhtn of different bones and about 1k of hides and I happy to pass them along to someone thatb can use them more than I can. So look me up if you want anything



Aryn E'clo - Eclipse Server




Aryn E'clo - Smuggler, Fighter, Lover

Join the Rorian Corsair Alliance

See most of the Galaxy, especially the boring parts
RebelRebel
Tue Jul 15, 2003 11:11 am
#17






Braan wrote:

I would like to know how you can possibly mine minerals for less than 2 credits per unit. So far I find that impossible to do, unless of course you are sampling. If sampling then selling minerals for 2cr is plain nuts... that kind of time must be worth more that 2cr alone.


I am serious though, I would love to sell minerals for 2cr and still make a fair profit... so let me know how you do it.







I forget the exact number, but unless you put a harvester on a site with less than something like a 20% concentration (time to search on another planet if its that lowif you ask me) it will cost far less than 2 credits per unit. 50% is way under 1 credit from what I recall.



BobaBorg
Tue Jul 15, 2003 11:15 am
#18

RebelRebel - however, that is not counting money needed for power and upkeep nor is it counting initial costs. These add up to around 2 credits/resource at max efficiency.
RebelRebel
Tue Jul 15, 2003 11:17 am
#19

I just punched numbers in using my own situation. I have 2 wind harvesters on a 67% yield and for a mineral deposit of 20% the break even is 1.87 credits per unit. At least that is according to:


http://dynamic6.gamespy.com/~swgcraft/harvtool.php

RebelRebel
Tue Jul 15, 2003 11:18 am
#20

Initial costs depreciate to nil overtime.
PodDrifter
Tue Jul 15, 2003 2:11 pm
#21

That calculator is cool but it doesn't take into account things like the initial cost of the rigs.


The wind generator costs 260 minerals and each extractor takes 250 minerals (assuming you don't fail on making them).


Then, you need to add in the risk of having the resource disappear, especially if you just surveyed a new area.(Nothing will ruin your day like dropping a new house, half a dozen extractors, filling each with 3k creds and 1.5k power, only to return a day later to find out the resource map changed half an hour after you dropped the rigs.)


After that is accounted for, now you can talk about all the time and skill you provided. Miners should be paid for the drudgery of running around surveying, dropping rigs, making sure they're filled up and emptying the hoppers while you gunslingers are off blasting away at dragonhide.


The final factor that goes into my calculations of a resource sale price is the resource itself. Is it in demand? Does it have high qualities? Is it even available on the planet you're selling it on? Did you have to buy a round trip ticket to another system to post the auction? If so that ticket price gets added on to the sale price too.


Arguing over standard values is moot. Every resource has its own value and that value changes with location, time, and demand. I could post4 auctions for 1k low grade ore at10k creds and I'd get 10 starving artisans complaining, but there will also be guys who easily make 100-200k in a daywho laugh at how cheaply I was "giving it away" for.


Price is set by what the market will bear.





== Elleipi Sunstrider ==
== I came, I saw, I crashed. Then I left, came back, and crashed some more. ==
FlipCurran
Tue Jul 15, 2003 2:12 pm
#22

off topic, but rebelrebel, how did you get your droid to hold 10 missions? i'm really curious



SirAuron
Galactic Liberators
Starsider
Crimson_Sunrise
Wed Jul 16, 2003 12:31 am
#23

Over time initial costs become nil, yes. But as it stands, the resources shift every 1-2 weeks. I run a 3 generator 10 personal harv 2 med harv operation. Every 2 weeks or so, I have to up and buy my deeds and find new spots for them. Plus, as you never know when you need to move, you end up losing all the energy you have in you harvester reserves.



Lincoln Davies

"Your SWG Session fades, leaving your mind feeling weak and slow."
RebelRebel
Wed Jul 16, 2003 12:58 am
#24

OK, I can kind of see your point. I only put a couple of days of fuel and maintenance into them in case the well runs dry. If the cost to reclaim the deed is more than a few hundred I just destroy it and plop down a new one. So I lose a couple three thousand worst case. Now that I've found out how to get my little droid to hold 10 destroy missions at a time I'm not going to be all that worried about cash anymore
RebelRebel
Wed Jul 16, 2003 5:33 am
#25

I can't figure out how to get it to work. First I tried with a little MSE droid someone gave me and then he suggested maybe the R5 and higher droids would hold data. Then he came back and said he heard there was a bug where you couldn't store missions right now. I'm not sure what's going on with those.
Mynock1313
Wed Jul 16, 2003 6:33 am
#26

MonkeyVoodoo= Though a nice gesture for sure, the problem with offering up free or very cheap stuff is that it ruins it for those who actually need to make money selling the same items. Why would someone want to pay creds for something when they can get it from you or other well-meaning people for free?


I'm a scout and I harvest corpsesjust because I need the xp from doing so. I really don't need the resources I pick up except for making the occasional camping kit. I'd been tempted to give away some of the hides & bones I pick up just to unload it, but doing so will hurt the economy in the game. Anyway, it's very easy to just put it up for sale at the bazaars, so why not make some extra money?


ALL= A lot of you have given some very good tips on pricing (I'm especially interested in trying out the equation that ValeskaGale mentioned) but what I really think would be helpful is if when you put an item up for sale, the bazaar terminal would show you a suggested price or price range for that item or quantity thereof and then you can more easily decide how much to sell it for.


That's my two cents -- not that it'll make a difference!

Page 2 of 5