Bio Engineer Archive
Thread: Tissue Pricing help please
If its easy to get items such as Flora, steel, or harvester goods that I collect myself I charge for the materials needed.
5cpu
For other items such as mollusk, or harder to get items. I charge roughtly.
10cpu
If I have to buy materials I charge the cpu I puchsed it at + another 2cpu.
So, then after we caculated out the cost of the materials I would then charge for the level of the skill at 10 per level. Thus level 1 would be 10, level 2 would be 20, level 3 would be 30, level 4 would be 40 an master be would be 50.
now if your a tailor its all upto you to arrange for a price of the talored crafted item. I do have a system for this to. But its easier arranging a set price for an item to make things easier. Below is the formula I use.
Egi: (35 units of materials X 5cpu) X skill level = cost of item + (Tailor item cost) = total.
If you fail, then you charge for the falures to at half cost or less.
So it would look like this....
(35 x 5cpu = 175) X 10 = 1750 + 3500 *Taliored Rank Sash* = 5250 *lv 1 sample*
(35 x 5cpu = 175) X 50 = 8750 + 3500 *taliored Rank Sash* = 12250 *Master sample*
Here my way of doing it ![]()
I go visit a bunch of repuable talyors and either ask their mark-up OR look at the price of a normal item vs one with my tissue in it (can be done with chefs as well).
I charge 50% of the mark up.
So if the normal price for, say, stripped slacks is1000c without any mods and is 25-35k with the mods (assuming two is used) I would charge 6k (24 /2=12k /2=6k) through 8.5k (34k /2=17k /2= 8.5) per mod.
This system allows a crafter to make a nice extra profit while ensuring that it isnt at my expense. I am not the wells fargo wagon here ![]()
I have just started making tissue to sell and am selling it at 100cr per mod. I currently have some tissue that does +10 to bleed defence I sell at 1000cr for 1 tissue. Not sure if thats under priced but seems to be working for me ![]()