Droid Engineer Archive
Thread: Pricing??
To really price your product well.. you have to really get to know your competition. Find out what the stats on they're comparative weapons are.. and what they sell for. That is your best bet. Will give you something to do in between factory runs too ![]()
It depends a lot on who you ask. Some price their items based off of what people are willing to pay, or finding out what others are selling for and knocking their prices down a few hundred. I don't agree with this tactic as I feel it only encourages the rampant inflation. Rather, I try and price my weapons based off their actual cost. I usually determine the base cost of whatever item it is that I'm crafting and then add a reasonable markup for profit. As far as base cost goes, I usually figureC*R + (5F)=B
C= Cost of resource per unit (3 cpu if I mined it myself, or if I purchased it: whatever I payed)
R = Total units of resource
F = Total number of components that had to be factory made (if any at all)
B= Base cost of item
I'm sure a million people will find reason to argue with this, but I think overall it's a pretty fair and accurate formula. Keep in mind that this is just for determining base cost, how much you want to add for profit is up to you, and depends on the quality of the item. I obviously don't charge as much for an item that was a "moderate success" as I do for an "amazing success." Technically it doesn't cost any more for good experimentation values, butI think it's only fair to charge more for higher quality goods. As a general rule, I usually double B when determining what to charge for a standard, unexeceptional item. I figure that 100% profit is fair and I'll usually raise or lower it 25% depending on the quality.
This was a price scheme that worked for droid stuff...not sure if it will still work for Weapon stuff...but it is looking good so far.
Count up the total resources used to make it(not counting components).
Multiply by a Weaponsmith level factor.(Novice x5, Lev 1 x10, Lev 2 x15, Lev 3 x20, Lev 4 x25, Master x50)
Add component costs figured same way as for weapon...
Example DL44 Pistol
Blaster Pistol Handler 24 units x5=120
Blaster Pistol Barrel 28 units x5=140
Weapon Scope 27 units x5=135
32 units of resources x 10=320 + 120 Blaster Power Handler + 140 Blaster Pistol Barrel+135 Weapon Scope=715 credits
May seem a tad confusing at first, but actually pretty easy after you figure it out
There's a pricing guide somewhere that someone made....But can't find it.
Will continue to look....and repost if I find it.
Jayce,
My question about that would be: why the multipliers for the skill levels? Especially between level 4 and Master. At tech level 4, you can make weapons just as well as a full Master Weaponsmith can. Same goes for all of the high level crafting professions. Master does not grant you any bonuses other than additional schematics.
Shinte wrote:
Jayce,
My question about that would be: why the multipliers for the skill levels? Especially between level 4 and Master. At tech level 4, you can make weapons just as well as a full Master Weaponsmith can. Same goes for all of the high level crafting professions. Master does not grant you any bonuses other than additional schematics.
Buzz.
Master Weaponsmith = More experimentation points. More experimentation means better damage, better damage means better guns.
Logix wrote:
Master Weaponsmith = More experimentation points. More experimentation means better damage, better damage means better guns.
Yes, this means that in order to be a really good gunsmith, you have to master the melee and munitions branches first (grrr).
i found the best way too price is see what other people are selling their stuff for (doesnt matter for stats or anything, unless your materials are that bad!) sell for similar price and up it if they sell too quick, down it if it sells too slow. occasianlly check too see if its even worth you time too sell something.....
gbl-
This is what I use.....
(min dmg + Max dmg) / 2 / weapon speed + wound%x100
Then for damage type add
Acid +4000
Stun +3000
Cold +2000
For AP add the follow
LightAP+2000
Medium AP +4000
Heavy AP +6000
Works very well for me and of coarse I tweek slightly according to my competition...
GL
Your question: What to price my items?
Well this is the best answer I can offer. Whatever it is worth for you to make it. If you don't feel like selling a scout blaster for less than 10K than don't. That's why there is such a huge price range. Just make the best stuff you can and price it for what it is worth to you,items will sale.