Bio Engineer Archive
Thread: Price Inquiry on BE Tissue for Tailors
I dont know what the economy is like on your particular server but most I've seenhave a standard price of 1k per point of bonus for the finished clothes making it a pretty even split profit wise for the tailor and bioengineer
When these first came out it was 1k per point on the final product, ie clothes. So a +25 wound paints would be 25k. Everyone has clothes now, so drop that to 500 per point if you want to move stuff.
Here are the things to look for. First, get full crates with a lot in there. Make the clothes from those crated tissues in a factory. No need to crit faila whole tissue. Second, do not use those crates in clothes that require x identical cloths. Put normal cloths in there and the tissue enhanced ones in the single slots. Reason there is they will not stack. You put 3 +13 bonus in a single slot, you get +13. You put two +13s in two different slots, you get +25. The math here gets real fuzzy. Here is the deal, the max bonus ever is +25. The max bonus any clothing item can have is +25. You can never hit 25 with a single tissue. 17 would be amazing. So you hit 13 at least, so it only takes 2 to hit 25. Anything less than 13 is crap, anything more than 13 is over kill.
As to the price a BE should charge, well if you get 500 per point, the BE should get at least 250 per point. So for +13 tissues you would pay 3k each, there about. That extra 250 can be crossed off since you are buying per crate in bulk. So a crate of 50 should run 150k. That is enough to make 25 items that will sell at 12500 - 20ka peice, at least, maybe more if you are in an good area. Thatgets you a good ~350k or so. Not bad at all. You can pocket 200k from the deal to keep those chem harvesters pumping. ![]()
Thanks all for the info!
500cr per pt sounds reasonable. TheBE I ran into didn't give statsand I doubt they were perfect tissue so I was correct in assuming 10k per tissue was a little steep.
Meplorium wrote:Here are the things to look for. First, get full crates with a lot in there. Make the clothes from those crated tissues in a factory. No need to crit faila whole tissue. Second, do not use those crates in clothes that require x identical cloths. Put normal cloths in there and the tissue enhanced ones in the single slots.
If I may comment here - I dont know if you've played a tailor, if you have perhaps your experience of the profession is different to mine, but I find that every customer wants something different and unless you're just doing runs of black shirts making them in a factory is a massive waste of tissues, first off waste 1 for the cloth schematic then waste another one for each run of individual clothing item, to make it worth running off in a factory you would have to do 3 runs of 16 (or greater) identical garments. (assuming a crit fail rate of 1 in 20)
As for not using identical stacks, that limits the already small range of craftable items significantly. Sometimes it is necessary to 'waste' tissues to give the customer the best possible outfit.
I was referring to making the syncloth or the reinforced with the tissue in a factory. You could do a factory run on the final product, but most people do want specialized clothing. However factoring the subcomponents, unless you are just doing a couple things, is a must.
You could waste the tissues if you really want a perticular piece of clothing by filling the identical slots, or more to the point if the customer wants that clothing, but it comes at a price.
Message Edited by Meplorium on 03-29-2004 05:11 PM