Business And Economy Archive
Thread: Armor Costs
Greeleaf wrote:Since the CU, it seems that armor is now much more expensive, and seems to deteriorate much quicker. Currently, the demand for armor is way out of control. The cost, in both materials needed to craft, credits needed to buy, and in the case of faction armor the faction points needed to wear is simply way out of whack.Does anyone else have the same feelings about this, and what can be done to remedy this?1 thing may be to simply increase the maximum condition of the armor. in this manner, the costs are actually worth the final product. so - if you spend 1m credits on some good faction armor, and 7k faction points to put it on, you can actually use it for a little while before repairing/replacing it.another option would to simply lower the amount of each resource needed to craft the armor. while it would still require the same number of resources, the over all costs would be lowered.just thoughts and suggestions.
Three Solutions:
1. Combat types should start requesting low cost "Basic" or "Standard" Armor Cores. Stats would be lousy, and the armor would not be of much value to the wearer, but would be cheap for decorative purposes.
2. 100k - 150k of the cost to the wearer is the price of the schematics that an armorsmith must purchase directly from a recruiter. Eliminate or reduce that cost, and those costs get passed along.
3. Reduce the resources required to craft the armor.
buying crappy armor is almost like wearing no armor at all. and, it will still deteriorate just as quickly. so, you get the worst of both worlds. bad armor that deteriorates quickly. at least it will be cheap!
quick question:
how many suits (or peices if case is) can be crafter from 1 schemtaic purchased?
in regard to other armor (nonfaction that armorsmiths can normally make) you'de think that faster deterioration would bring prices down since they would be able to sell armor to the same person more times rather than the suit that lasts forever. wouldn't deterioration increase sales? Increased sales should bring prices down?
I know way back archs had alway charged high due to little to no repeat customers. How many actually used to lose a house after all?
Lol. When we engineer something we try and get the first customer to pay for it. Then we know we can turn a profit on the next ones.
Cuit wrote:
If thats the case then cost of schematic "should" be divided by 10 and put into the cost of10 suits. Well thatsthe way most businesses work. I know that when I need to program something that my work is producing 3 times . . . we take thecost (time) of programming and divide it by 3 whichbrings the price down to promote more sales.
BraccusD wrote:
Price comes down as supply outpaces demand. The fact that demand is increased and the resource requirement for armor has increased means that armor takes more to supply than before and it will have higher demand than before. So both sides indicate anincreased price for armor. I would think things like hides would come down in cost though as the amount able to be harvested has increased.
The cost on hides dropped about a 1/3 but the prices on non-organic resources is still the same, and some of those requirments more than doubled. There was an auction in the Shadowfire trade forums the other day for some AS supplies, one of those resources, an extrusive ore, sold for 50 cpu..... The CU only made armor more expensive to make and it's barely even worth it.