Bio Engineer Archive
Thread: What to Stock?
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Turkana
Wed Oct 12, 2005 7:47 am
#27
I'm new to this Profession (recently dropped DE in favor of SW) and I'm overwhelmed by the number of schems in my datapad! I've already placed a vendor in my town's mall where I dumped a few of my grinding chassis' but I understand that money is in the components.
Is it important to offer a wide selection of weapons, armor, boosters, engines, etc., for each tier level?
I was prepared to invest credits into this grind (almost 10 mil) but I'm wondering what it's going to take before I start making a profit from this prof.
IIscandar
Wed Oct 12, 2005 8:18 am
#28
I'd suggest stocking paint kits and texture kits first to get some credits rolling in. Then, start with lvl3 and lvl5 components. If you have the time for it, stock enough of each type of component for a player to come to your vendor and make a complete ship.
Take a look at the galactic search and observe the stats of what the higher priced items out there are to get a feel for what your competition is producing.
Talk to some master pilots and ask them what they desire most in components. Often they are able to recount their experience grinding pilot and can offer great advice in what to stock.
Here is a thread with a lot of good tips as well.
Tips for new shipwrights
Take a look at the galactic search and observe the stats of what the higher priced items out there are to get a feel for what your competition is producing.
Talk to some master pilots and ask them what they desire most in components. Often they are able to recount their experience grinding pilot and can offer great advice in what to stock.
Here is a thread with a lot of good tips as well.
Tips for new shipwrights
BlkHwkDwn
Wed Oct 12, 2005 2:16 pm
#29
No one mentioned missiles, anything consumable sells really well. I would advise making missiles as well, i sell tons.
FilanVader
Thu Oct 13, 2005 3:15 pm
#30
biggest challenge with rockets is the rarity of high grade polymetric radioactive for the higher class ones.
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