Business And Economy Archive
Thread: Little Help On Setting Up A Business Please
You don't have to switch professions to start a business. You can take up power and/or resource harvesting. You'd have to get at least Artisan with business 3 (to get a vendor), but that's only 24 skillpoints, and shouldn't take more than a couple of hours to grind out. You can specialize in harvesting stuff on the remote plantes, like Dath or Endor, to get a nice market niche and to make it more interesting for you.
If you want to do crafting just to try it, maybe start with Artisan to see if it's your thing. If you like crafting, then move up to an elite crafting profession like AS or WS. Artisans can make a number of worthwhile things, too: vehicles (at master), power-ups, Artisan foods, simple armor and weapons, artisan components (at master). So you can try different things to see what you like best.
If/when you go for an elite crafting profession, expect to either spend a good chunk of your money to buy the resources you need to be competitive, or spend months slowly building up a resource collection.
Slim Vargo, Corbantis
there is a substantial amount of money you will need to invest in Quality resources as well as Experimentation skill tapes though. but easy to make that money back.
Making clothes is alot of fun too, just not as big a money maker as weapons. doesn't require any quality of resources(any ol' junk will do). And the coolest thing is you can make yourself a new outfit whenever you feel like it.
In my experience some crafting professions grind more than others. Here's what I've noticed in order of most grinding (1)to least (6):
- Weaponsmith
- Chef
- Droid Engineer
- Tailor
- Armorsmith*
- Architect
* denotes I don't know how much the lower skills have changed since the combat upgrade
**I have no idea where Shipwrite fits in
SimDroid wrote:In my experience some crafting professions grind more than others. Here's what I've noticed in order of most grinding (1) to least (6):
- Weaponsmith
- Chef
- Droid Engineer
- Tailor
- Armorsmith*
- Architect
* denotes I don't know how much the lower skills have changed since the combat upgrade
**I have no idea where Shipwrite fits in
I may be off a little on chef and tailor, because that was a LONG time ago. I would suggest either Tailor or Armorsmith if you want steady business. Architect business comes and goes for me.... but my armorsmith coulnd't keep his vendors stocked.
With the right resources, weaponsmith isn't a bad grind.
The most fun I've had is Artisan. You make such a wide assortment of stuff. Not a huge amout of money in it though but it keeps growning. About 2 million a month with minimal effort. I have a Armorsmith at this point and I make some serious armor. But I can't move it well. It all comes down to location. Sell where the people go and make the cash. That simple. I'm not real serious about the armor sales at this point. I have it to sell at a price where people will enjoy it and not worry about decay.
The key is to have fun with the character. Set up a nice shop and cool vendors. You can go up to master merchant and put up some nice vendors then drop back down just enough to keep the vendors. This way you can have some extra skill points to use. I have an armorsmith, master artisan, master doctor. I can still use the doctor in combat rather effectively. I get the craziest DPS guns with huge special attack costs. Because Doctor at lvl 54 can only do default attacks. so the action cost doesn't matter. He can wear battle armor which includes a full suit of ADK RIS 6800 stats.
SO I rez and rez and rez. I'm more of an emergancy tech than a crafter.