Merchant Archive
Thread: Let's talk ship pricing!
This is by the way a very familiar model that I'm seeing. Most of the things about shipwright are filled with little nuances that are designed to combat the pet peeves of the developers about crafting professions. The fact that a novice can make items (chassis) that will be practically identical to those that masters can make (While the component market will be master driven) The fact that each component has 4-5 different stats that can be tweaked. This is a very important aspect to diversity of the market. It will be virtually impossible for one shipwright to craft every single combination of every component. This leaves room for one of us to specialize in low mass items while others specialize in low power consumption or high armor or high output..it will be interesting to see how it all shakes out from a market standpoint. Beta isn't a good test of that kind of thing.
The one thing I am uncomfortable with is that the initial development of shipwrights is really slanted to every high volume existing crafters or someone with a lot of income to invest. At 6.75 million or better in resources to master this is easily the most expensive crafting profession to master.
Mkappus wrote:
I plan on trying to do two componets plus the consummables missles/chaff.
I believe ships go
5k resources
13k resources
30k resources
60k resources
80k resources
150k resources
I think 5 cpu is fair, but I think it will be hard to charge that for level 1 or level 2. I think the first week we may be able to get 5 cpu, but soon after level 1 ships will be on the bazaar for 6k as people retire them and move on.
20-30 cpu for components, is gonna be tough. If you add up all the component costs that would be more than the ship? Also, considering looted components are superior up to level 5 or so, what is demand going to be like? I think 10 min is where I hope to be, and up to 20 for really nice stuff.
I plan on trying to offer 3 levels of things
Value
Quality
Premium
Depending on the difference I can really get in stats it would go 10, 15, 20 cpu, possibly more if I have to pay for new rare or uber resources.
I can totally see people spending 25k for a Novice ship. If nothing more this gives them the ability for hyperspace. Being able to travel from LOK to Dantooine in one jump is going to make many people very happy. (does anyone know if you can still unload the components from the newb ship?)
5-6 cpu seems to be totally reasonable for the chassis. I'm not sure how much "retiring" of chassis you will really see. People have to spend quite a bit on money for the chassis vendor to construct the chassis blueprint into a functional chassis. Far more than the 6k then can re-coup on the bazaar. I actually see the bazaar filling up with grind chassis that many novice shipwrights will dump on the market to offset the cost of the grind.
In JTL, the chassis are almost commodity item. Its the components whichwill gives peoples ships the differentiation.
Prepare for disapointment
DocSavag wrote:
A lot of shipwrights won't bother to try to sell the Tier 0 chassis they make. They have this impression that those chassis aren't worth anything. They are wrong of course becasue no one in their right mind wants to use the n00b ship without hyperspace any longer than they absolutely have to.
/agree I already have beta vets asking for me to reserve them ship chassis and offering me a bit more then 5 cpu for the hull too. For starter ships the the 5 cpu is gonna be fine with me I am working out deals with some of the more aggressive pilots for RE stuff since I will be grinding rather then flying the first day.
Labor - Component & Type - Total resources used
5k ChassisImperial, TIE Bomber60,000
1k ReactorFusion Reactor, M42,500
500c Reactor Add-OnReactor Overcharger, M41,250
1k EngineStarfighter Engine, M55,000
500c Engine Add-OnMass Reduction Kit, M52,500
1k Armor 1Durasteel Plating, Experimental5,000
1k Armor 2Durasteel Plating, Heavy1,000
500c Armor 2 Add-OnArmor Reinforcement Panel, M41,250
1k ShieldDeflector Shield Generator, Experimental5,000
1k CapacitorWeapons Capacitor, M55,000
500c Capacitor Add-OnBattery, Heavy, M52,500
1k Weapon 1Blaster, Experimental (c9)5,000
500c Weapon 1 Add-OnArmor Effectiveness Intensifier, M42,500
1k Weapon 2Disruptor, Heavy1,000
500c Weapon 2 Add-OnMax Damage Intensifier, M32,500
1k Weapon 3Launcher, Concussion, M35,000
1k Weapon 4Launcher, Spacebomb, M12,500
1k Droid InterfaceDroid Interface, M42,500
500c Droid Add-OnDroid Brain Upgrade, M41,250
Net Resources - 113,250
Total CPU cost = 566,250
Total Labor charges = 19,500
Total Ship Cost = 585,750k
Net CPU is 5.17
That about right? My plan is more involved, and I'm glad God gave us spreadsheets, heheh. This same ship, with my base of 6cpu and several layers of markups costs 1,060,600. Its net cpu is 9.4cpu. This will be my starting point.