Shipwright Archive
Thread: Pricing components
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mana333
Tue Nov 09, 2004 10:18 pm
#1
Ok I ran into a dilemma today. I was building up my inventory by just crafting components today and figured out i can make better lower tier components then I can the higher tier ones using the same resources. For instance, Mark III armor using anarmoreffectiveness subcomponent will yeild the same stat component as mark IV armor using amass reduction subcomponent, except that the mass is 1/3 to 1/2 that of the Mark IV! Till i realized this i was pricing my components at a flat cpu rate, but with this whos gonna want the mark IV stuff when they can get the Mark III stuff for cheaper and better stats?
So I guess my question is how do you guys price your high end components? Do you price on the sliding quality scales like weaponsmiths and armorsmiths or do you go with the flat cpu rate regardless? i'd like to get a general idea of what the rest of the market is doing.
thanks
moody628
Wed Nov 10, 2004 11:21 pm
#3
Sounds to me like you're forgetting to add the cost of the upgrade on the Mark III.
However, there is a notable mark between the Mark II and Mark III components. The shift of effectiveness vs. cost is greater at that jump than any other.
Rogue1970
Thu Nov 11, 2004 3:12 am
#4
mana333 wrote:
For instance, Mark III armor using anarmoreffectiveness subcomponent will yeild the same stat component as mark IV armor using amass reduction subcomponent, except that the mass is 1/3 to 1/2 that of the Mark IV!
This is being fixed, it's on TC now.
As for your pricing dilema, I start out parts at 80-100cpu for Tier 1 and progressivly drop my price for parts on each tierto 30-40cpu at Master.
I'm probably going to be lowering prices soon tho, as competition is getting fierce. I'm thinking a 60-20cpu range from Tier 1 to Master components.
BioBlender
Thu Nov 11, 2004 3:29 am
#5
I am hitting a flat 3-4 cpu pricing. I dont make tier IV at this point as it is useless because of the calcualtion error. I am not a high volume kind of crafter so I am not really hurting anyones market. if someone wants 50 armor plates I just have to trun them away but I will work with an individual to outfit there ship the way thay want. Basicly I offer my contracting services and have a happy customer base instead of tons of players running through my vendors. So I would say you need to set the prce at what you deam your time is worth and adjust as needed. I enjoy the crafting and player interaction so verry much that the money is not that big of a deal. I can make a mil in 3 houres running missiond on dant so if my customers go to someone else because there vendors are always full so be it. Most likely thay will not leave as the ships need such a degree of part fudging that thay are always looking for specialized components.
I am glad to hear thay are changing the armor and I herd that engins and capacitors are being worked on also. So I probibly did not help you one bit but hopefully I gave you an idea how I aproch it and maby help you decide how to charge.
mana333
Thu Nov 11, 2004 1:13 pm
#6
no I've added the cost of the upgrades. the problem is who is gonna buy the Mark IV stuff on a base resource cpu pricing scheme when they can get just as good or better with a Mark III? should i just not even bother making the Mark IV's?
Also the question posed to my fellow shipwrights was-how do you charge for your components? On a flat cpu to resource rate or on a quality of items produced rate?
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