Shipwright Archive
Thread: chasis prices?
Now components is another story. 10-15 cpu is definitly a fair price for them.
JeCy wrote:
for 3 cpu i would sell minerals and not ships.....
Je'Cy Dax
Roeding wrote:
JeCy wrote:
for 3 cpu i would sell minerals and not ships.....
Je'Cy Dax
lol, yeah
I currently charge 5 cpu for my ships,I might consider raising it a little though for some of the higher end ships... 5-8 cpu i think is a fair price
Agreed. I charge 5cpu. Im not going to stand infront of a crafting station and take up my time to sell a product for fare market price of the resources I made them with. 5cpu is a very good price. I take into account that the person buying my product is going to, for the most part, have fun with it.
And I agree with you, Je'Cy... I charge 10cpu for the master level ships, since the huge resource impact does become a factor.
JeCy wrote:
I decided to price um 5cpu for low lvl, starter stuff, 7.5 for the middle of the road. and 10cpu for the big guys. those large blocks of resources can be hard to come by and take a wide varrity. I think that will be fair pricing, we will see. Now to figure out how to make and price the components : P
Je'Cy Dax
Tier 1-4 Chassis Prices are based a 6-9 CPU determined by the final Mass
Master ships are Based on a 10 or 15 CPU determined by the final Mass
Imperial:
(Tier 0) TIE Light Duty: 5k Resources ~12k mass [SP: 1 Gun] 0 Missle[Spdx 0.96 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300] (30K)
(Tier 1) TIE Fighter: 15k Resources ~20k mass [SP: 1 Gun] 1 Missle[Spdx ?? Acc 40 Dec 50 Pitch 500 Yaw 500 Roll 250] (90K)
(Tier 2) TIE/IN: 30k Resources ~40k mass [SP: 1 Guns] 1 Missle[Spdx ?? Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 200] (180k)
(Tier 3) TIE Bomber: 60k Resources ~190k mass [SP: 2 Guns] 2 Missles[Spdx ?? Acc 10 Dec 15 Pitch 50 Yaw 50 Roll 25] (480K)
(Tier 3) TIE Interceptor: 60k Resources ~50k mass [SP: 1 Gun] 1 Missle[Spdx 1 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150] (360K)
(Tier 4) TIE Advanced: 80k Resources ~65k mass [SP: 2 Guns] 1 Missle[Spdx 1 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150] (480K)
(Tier 4) TIE Aggressor: (2 passanger) 80k Resources ~120k mass [SP: 1 Gun MP:+1] 1 Missle[Spdx 0.95 Acc 20 Dec 30 Pitch 150 Yaw 150 Roll 75] (640K)
(Tier 5) TIE Oppressor: 150k Resources ~150k mass [SP: 2 Guns] 3 Missles[Spdx ?? Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50] (2M)
(Tier 5) Decimator: (MP) 150k Resources ~500k mass [SP: 0 Guns MP:+2] 3 Missles[Spdx ?? Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5] (2.5M)
Neutral:
Scyk: 5k Resources ~12k mass [SP: 2 Guns] 1 Missle[Spdx ?? Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300] (30K)
Dunelizard Style 1: 15k Resources ~70k mass [SP: 2 Guns] 1 Missle[Spdx 0.95 Acc 30 Dec 30 Pitch 300 Yaw 300 Roll 150] (100K)
Dunelizard Style 2: 15k Resources ~70k mass [SP: 2 Guns] 1 Missle[Spdx 0.95 Acc 30 Dec 30 Pitch 300 Yaw 300 Roll 150] (100K)
Kihraxz Style 1: 30k Resources ~30k mass [SP: 1 Guns] 1 Missle[Spdx 1 Acc 40 Dec 50 Pitch 400 Yaw 400 Roll 200] (180K)
Kihraxz Style 2: 30k Resources ~30k mass [SP: 1 Guns] 1 Missle[Spdx 1 Acc 40 Dec 50 Pitch 400 Yaw 400 Roll 200] (180K)
Kihraxz Style 3: 30k Resources ~30k mass [SP: 1 Guns] 1 Missle[Spdx 1 Acc 40 Dec 50 Pitch 400 Yaw 400 Roll 200] (180K)
Kihraxz Style 4: 30k Resources ~30k mass [SP: 1 Guns] 1 Missle[Spdx 1 Acc 40 Dec 50 Pitch 400 Yaw 400 Roll 200] (180K)
Kimogila Style 1: 30k Resources ~90k mass [SP: 3 Guns] 1 Missle[Spdx 0.92 Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50] (240K)
Kimogila Style 2: 30k Resources ~90k mass [SP: 3 Guns] 1 Missle[Spdx 0.92 Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50] (240K)
Ixiyen 1: 60k Resources 70k mass [SP: 2 Guns] 1 Missle[Spdx 0.95 Acc 25 Dec 30 Pitch 200 Yaw 200 Roll 100] (360K)
Ixiyen 2: 60k Resources 80k mass [SP: 2 Guns] 1 Missle[Spdx 0.95 Acc 25 Dec 30 Pitch 200 Yaw 200 Roll 100] (420K)
Ixiyen 3: 60k Resources 80k mass [SP: 2 Guns] 1 Missle[Spdx 0.95 Acc 25 Dec 30 Pitch 200 Yaw 200 Roll 100] (420K)
Ixiyen 4: 60k Resources 80k mass [SP: 2 Guns] 1 Missle[Spdx 0.95 Acc 25 Dec 30 Pitch 200 Yaw 200 Roll 100] (420K)
Rihxyrk: 80k Resources ~130k mass [SP: 3 Guns] 1 Missle[Spdx 0.889 Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50] (640K)
(Tier 5) YT-1300: (Multi-Passanger) 150k Resources ~500k mass [SP: 0 Guns MP:+2] 3 Missles[Spdx ?? Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5] (3M)
Rebel:
(Tier 0) Z-95: 5k Resources ~12k mass [SP: 1 Gun] 1 Missle [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300] (30K)
(Tier 1) Y-Wing: (2 passanger) 15k Resources ~150k mass [SP: 1 Gun MP:+1] 1 Missle[Spd 0.848 Acc 15 Dec 25 Pitch 80 Yaw 80 Roll 40] (120K)
(Tier 2) Y-Wing LongProbe: 36k Resources ~150k mass [SP: 2 Guns] 2 Missles[Spdx 0.848 Acc 10 Dec 20 Pitch 70 Yaw 70 Roll 35] (210K)
(Tier 3) X-Wing: 60k Resources ~100k mass [SP: 3 Guns] 2 Missles[Spdx 0.95 Foils Closed, 0.9 Open Acc 25 Dec 30 Pitch 300 Yaw 200 Roll 150] (375K)
(Tier 4) A-Wing: 80k Resources ~65k mass [SP: 1 Guns] 1 Missle[Spdx 1 Acc 40 Dec 60 Pitch 250 Yaw 250 Roll 125] (480K)
(Tier 5) B-Wing: 150k Resources ~240k mass [SP: 4 Guns] 2 Missles[Spdx ?? Acc 10 Dec 15 Pitch 50 Yaw 50 Roll 25] (2M)
(Tier 5) Nova Courier: (Multi-Passanger) 150k Resources ~500k mass [SP: 0 Guns MP:+2] 3 Missles[Spdx ?? Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5] (3.5M)
Other:
(Tier 5) Fire Spray: 150k Resources ~175k mass [SP: 2 Guns] 2 Missles (5.5M)
Now lets move on to components. For all Pricing concerns all components use the same resource amounts and all
sub-components use the same resource amounts. Below you will find a list.
Components:
Mark I: level 1
Mark II: level 3
Mark III: level 5
Mark IV: level 7
Mark V: level 9
Components Sub-Components
resources resources
Mark I: 200 (20K) Mark I: 100 (Additional 5K)
Mark II: 500 (40K) Mark II: 250 (Additional 10K)
Mark III: 1k (60K) Mark III: 500 (Additional 15K)
Mark IV: 2.5k (100K) Mark IV: 1250 (Additional 25K)
Mark V: 5k (150K) Mark V: 2.5k (Additional 50K)
Missile Launchers:
Proton: Mark I: Level 1
Mark II: Level 3
Mark III: Level 6
Mark IV: Level 9
Concussion: Mark I: Level 2
Mark II: Level 5
Mark III: level 8
Seismic: Mark I: Level 3
Mark II: Level 6
Mark III: Level 9
Image-Rec: Mark I: Level 4
Mark II: Level 8
Space Bomb: Mark I: Level 5
Mark II: Level 10
Missile Packs: These packs hold small amounts of missiles, and need to be loaded into the launcher before each flight.
Concussion: Very effective against shields, But has no armor penetration.
Image-Rec: Moderately effective against shields and armor.
Proton: Moderately effective against shields and armor.
Seismic: Highly effective against armor, but has a hard time with shields.
Space Bomb: BIG BADDABOOM, but very slow and is easy to pick off with a counter measure. These are best used against undefended targets.
Launchers:
Chaff: Standard counter measure launcher.
Micro-chaff: More effective than the chaff.
IFF Confuser: Launches a small device that makes enemy missiles think they are targeting a friendly target. More effective than the micro-chaff
Sensor decoy: It is a sensor decoy system. Moderately effective against incoming missiles
EM Emitter: Disrupts a missiles sub-system. Highly effective.
Counter measure packs: These packs hold small amounts of counter measures, and need to be loaded into the launcher before each flight.
Chaff: Level 1
Sensor decoy: Level 3
Micro-Chaff: Level 5
IFF Confuser: Level 7
EM Emitter: Level 9
Ilorr Master Shipwright,
Dantooin Mining Outpost, Ilorr Shipyards
-939 2227
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