Doctor Archive
Thread: Average Buff Pack Sales per day
I never got into selling buffs. Back in the day I had a vendor selling stims, wound kits, cure packs, and rez kits and on a good day I would pull down about 3-5 million, but usually only 1 million.
Slowly as armor got better my sales of stims dwindled down
I might get a general med vendor going again it was actually fun to run a med shop
Nornerator wrote:
WOAH!!! What did you put up there 500 sets of 950 Power packs at 100k each? lol thats the only way I can imagine they sold that fast!
More like 930 power but more like 300k per set.
Like anything, if your the only one making it, it tends to sell well.
Message Edited by Jirob1 on 01-14-2005 09:50 AM
mechweb wrote:
This is pretty interesting, it sounds like so much more money can be made by selling buffs than actually doing the buffs. I am curious how many factories, harvesters, etc everyone has to keep their vendors stocked?
As an estimate, a single set of buffs will take approximately 120 minutes of factory time (this is a very rough estimate). There's a lot of ineffeciency since a single set requires 9 separate facotry runs (3 subs + 6 final assembly on 6 stats). As a very small time buff crafter, I will often do 55 sets of buffs over about a week in a single factory, but this can be optimized to make it faster. It does give you some idea of how big an operation you have to run to scale up.
The big issue is resources. You can sell stimpacks with sub-optimal resources. You can't sell buff packs unless you have excellent resources. In particular, you need excellent avian meat and reactive gas and very good herbivore meat, class 4 liquid, domesticated oats, and dolovite. You need good lokian wild wheat and tat fiber. In the case of buffs, 100K of reactive gas and avian will go a long way (600+ sets of buffs), but you hvae to get the resources first.