Tailor Archive
Thread: help! how to set prices for bioengineered clothings?
Personally, I've been doing them as a sidelight - not widely advertised except to friends, but available as a service to customers who ask for them. I buy my tissues generally at a price of about 3000 credits per "best" tissue (i.e., +13 or more, that neighborhood.) My pricing scheme is:
1. Price = (Price of "base item") + (N * 4000)
where N = number of tissues used in production of the item.
So, for example, a pair of Paramilitary Camos with Bleed Resist and Active Biosensors would be the cost of a "normal" pair (3500) plus 4000 for each of the 3 tissues used in the cloth and rfp for it, or (3500) + (12000) = 15500.
I think this is probably a bit on the low end, and the people buying them have never blanched or complained at the cost, so I'm considering bumping the price per treated cloth from 4000 to 5000.
I used to have a much more complicated formula, but have gotten lazier and lazier as the months have gone by, lol. Basically I charge 10k for modded clothing items that take 1-2 tissues to mod, and 20k if it takes more tissues then that. Simple and I don't have to refer to all kinds of notes etc. I reduce the fee by a bit if I'm making "cover" tissues (since I can only get those up to +7 without mollusk) and add on a bit if it's entertainer healing (since it requires egg) but otherwise I just keep it nice and simple.
Really though, I haven't seen a whole lot of competition in this area, especially for custom stuff, so I think you can quite easily set a price that insures you a good profit (taking into account whatever costs you have) and that your conscience is ok with, and it'll probably work out just fine for you. In all the time I've been making clothing with skill mods in them, I've never once had a customer say to me "but I could get this from so and so for such and such a price". Most people are just greatful to find a place where they can buy them.
I base my charge on BE Enhanced Clothes on the plus value of the tissues that were used. I really don't think it is fail to a client to pay a bundle for a garment that only is a +6 something. Matter of fact, I used to give those away in clothes because I considered them too wimpy and the buyer made out and and Novice BE made out too because I would supply alot of that she needed to make the tissues and then when I gave them away, she would reap the experience.
I charge 150 credits per unit. So if the garment used a +16/16 tissue converted to cloth, it would be 1600 x 3 plus the cost of the garment. If it took 2 cloth then ofcourse it would be times 6 etc. Then you have things like the garments that can take 2 +16/16 Camo/Maskscent and1 +16/16 Injury and Wound Heal. The two cloths being RFPs and the one being a Syn Cloth. So you add 1600 x 6 for RFPs and 1600 x 3 for the Syn Cloth and get a total of 14400 and then add the cost of the garment to it.
When it comes to simple things like for instance one that is a +14 Bleed, I just double to to make 2800 and the cost of the garment for the total.
This method seems very fair to the buyer and works fine for you if you don't have to pay 6K a tissue for the ones needed. My BE was just a Novice with no skill when I started working with her. She is still working for me and we still have the same arrangement. I supply alot of what is needed for the tissues, meat, bone etc. and she makes them. Gives them to me and I use them and give her 50% of the profit durived from the sales not counting the cost of the garment. She also has a vendor in my main store and makes a killing selling her pets which pretty much dwarfs everything else. My main store in Theed is extremely high volume when it comes to traffic and sales.
Durek
Good lord ya'll are undercharging bigtime. I charge 500cr a pt for bonuses - plus whatever the item would sell for plain - 5-7k for any waste sheets involved in certain patterns, depending on what the bonus being wasted is.
And I'm the CHEAP one on my server.
Many many tailors charging 1k, 1.5k, 2k a bonus pt. It's well worth it, even capping at 25, it can make a huge difference in performance, especially on novice -midlevel characters.
i am looking for some sort of advice... i finally found a master bio engineer to work together.
we are both pretty unsure how to price the items now.
anyone got a advice on this?
thanks in advance,
Wire3k wrote:
Good lord ya'll are undercharging bigtime.
If you are charging enough to make a profit, and you're happy with it, and your customers are happy with it, who the heck cares what other people are charging? Not everyone is a tailor/be/chef/'insert random other class here' for money.
i have seen plenty of tailors charging 1k per bonus point (plus cost of base item) - as the cost of good BE components can be 10k plus.
As a TKA master can make 1million in credits per night on Dath - i dont think they would mind paying out for a top of the range custom made outfit.
I was charging 10k per tissues used as a flat fee, + the clothing cost. I was that is until my BE supplyer stopped responding to emails
, and I gave up on be clothing. Got sick and tired of being such a minor part of what should be something from tailors, and is instead fully 100% value from the be's.
Kinda sucks, I'd kill to be able to make additives for clothing that add bonuses, and its half impossible to find a BE who can even be bothered to charge gobs of money for tissues when they have so many other things to do.
Kudo's for the BE's who've finally been fixed, but if they don't make use of their tissues line maby the devs should give it to us instead
.
Well, since they finally fixed BE, they can make better pets than can be found in the wild. Much better in many cases. So my BE is now very busy supplying pets. They also make the best non-CH pets which can be extremely (read soon to be nerfed) good.
I charge 10k per tissue used and I give half to my BE. That way if a customer really wants an enhanced jumpsuit I just charge for it and I don't feel like I'm wasting tissues.
Right now I have pretty low bio eng and tailoring skills. The max I can get per synth cloth is +4.
I charge 650 for clothing with +4, and double it for clothing requiring 2 cloths (giving a +8 bonus)
For those cloths requiring 3, I triple it for +12 bonuses. For +16 cloth, I make it an even 3000 credits.
One I can make some better clothing types, I'll prob be raising it. Can't charge the same for a grand healers robe as for an ammo bandolier, now can we?
For me, it's about value.
- +1 to +5 tissues 5000credits
- +6 to +9 tissues 10000credits
- +10 to +12 tissues 15000credits
- +13 to +14 tissue 20000credits
- +15 to 16 tissues 25000credits
- +17 or more 50000credits
Unless it's taming cloth (milk) and those are 500k credits per tissue no matter what the + is (milk is too rare, and too expensive to play around with anything but Active Tranquilizers)