Tailor Archive

Thread: Bio Engineered Clothing Prices

Krantor
Wed Sep 10, 2003 10:16 am
#1

With the upcoming patch and bio clothing fix, what are you planning on charging for each + bonus to a piece of clothing? Trying to get a gauge of the price range so i can set my similiar. Thanks.



Omekk
Master Tailor

Tailor Catalog - http://www.existanz.lunarpages.com/swg/

Tatt, Mos Europa :: -1531, 2035
Corell, Liberation City :: -2051 -4476
Naboo, Moenia :: 4644, -4100
ArthurDentOnBria
Wed Sep 10, 2003 11:02 am
#2

Here are a couple of datapoints, for what it's worth. The "skill tape" items seem to sell for 3k in bazars, which seems pretty standard. I've seen some people charging quite a bit more (like 10k) when the tape enhancement was particularly good.


The material cost of the enhancements that I can make as a bio eng (level 0 and level 1 box items) is probably in the 200cr range so that probably fixes it on the low end. I don't think a tailor would be able to buy them from a bio engineer for less than 500cr or so.


I was at a PA hall last night picking up some stuff and saw that they had a vendor out that was dedicated to bio engineered clothing. I browsed through it an noticed that they seemed to be adding more like 5k-10k over what I would consider the "base" clothing item cost which seemed excessive to me, but then again these seemed to be madeby a very high level bio eng so perhaps that extra cost is justified. Dunno, we'll see.


I plan to experiment on myoflex (increases healing ability for dancers and musicians) tonight (yay!) and I'll be giving them away for free to get people interested and helping me determine their effectiveness. After that, I'll probably offer them as an "excessory" when selling clothing, and probably charge 1k-2k for them. It will of course depend on effectiveness and demand however but that's my planned starting point.




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Subcriminal
Wed Sep 10, 2003 11:52 am
#3

I've seen some BE's sell the tissues on my serverfor a set amount per skill point. For example, + 1 = 100cr, + 2 = 200cr, etc.


Asomeone on my server forumhad tried to sell a + 10 medicine use, + 10 wound treatment, + 10 injurt treatment shirt, and he got bids as high as 100k before a BE came on the thread to remind everyone that BE tissues were still broken.


Best to make skill enhanced clothing with the best resources you can get. If people are going to shell out 50-100k per shirt (similar to the cost of some armors) you better make sure they will last when the time comes for decay.

LisaE
Wed Sep 10, 2003 11:53 am
#4

med mods are getting taken out.
Uncle_Albert
Wed Sep 10, 2003 3:37 pm
#5

The BE that supplys me charges 200cr per +, so a + 10 Bleeding Defefnce will cost me 2k.


I charge 500cr per +, plus the cost of the item it goes on, Eg: a Formfitting Shirt with +10 Bleeding Def on it will be on my vendor for: 1k for the Shirt + 5k for the buff=6ktotal, I cant keep up with making them at this price.




___________________________________________
Kara - (Retired) Master Chef (12pt) / Merchant (Chimaera).
Theed Mall (-5459 3436).
Subcriminal
Thu Sep 11, 2003 12:25 am
#6

Yeah, I know. A bit of a shame, but what can ya do? At least there are other skill mods they are keeping.

FunkyWookies
Thu Sep 11, 2003 4:51 am
#7

Hi


I am tailor nor BE, but am a wookie so this interests me greatly.


Anyone else see the huge wookie market for skill mod clothing?


From the wookie view pointsome of the prices seem abit high, with armor it gives protection plus skill mods can be added. Having said that I dont know what the skill mods on cloths will be like, ie. can u put all the same skill mods on a 6 socketed pullover. Whatare the best/highest skills mods available, is therea bonus for every different skill from medic healingthrough to commando weapons?


Another thing i am a slicer and I have the option to slice clothing for encumberance or effectivness(but there is not change, because the cloths have no effects like armor), Does the slicing have any effect on the skill mods u can add?, because other wise it is useless.


If a BE wants to target the wookie market on Naritus put a thread up on the forum, there is a huge amount of wookies lookin for good skill mods.


Thanks for ur time


WacCaBacCa

ArthurDentOnBria
Thu Sep 11, 2003 9:45 am
#8

Hi Funky,


I never considered the particulars of the wookie into this equation, you are right, this may be of particular interest to them.


One thing you have to remember is that there are 2 different types of skill mods, the socketed kind, and the built-in kind. Bio Engineers/tailors provide the built-in kind, the others you have to aquire a "tape" skill modifier which you can either get from random drops or buy from someone. Then you drop those into socketed clothing, but these are two separate mechanisms.


The builtin enhancements can do the following (this list is probably incomplete since some tissues require ingredients that are unavailable so nobody has a clue what they do):


business acumen (they are nerfing this)


bleeding defense


wound healing (dancers and musicians)


wound/damage healing (medics)


medical use (they are nerfing this)


camouflage


mask scent


taking cover


intimidation and warcry


melee defense


taming wild creatures


taming vicious creatures


stun defense


Keep in mind that these are bonuses and don't grant new abilities apparently. So for example if you are not a scout, the "mask scent" skill modifier will not do you any good.


As far as mixing and matching different bonuses in the same or different pieces of clothing, we'll have to see how that works once it's fixed.



There is a good discussion of this stuff here:


http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=15867





FunkyWookies wrote:

Hi


I am tailor nor BE, but am a wookie so this interests me greatly.


Anyone else see the huge wookie market for skill mod clothing?


From the wookie view pointsome of the prices seem abit high, with armor it gives protection plus skill mods can be added. Having said that I dont know what the skill mods on cloths will be like, ie. can u put all the same skill mods on a 6 socketed pullover. Whatare the best/highest skills mods available, is therea bonus for every different skill from medic healingthrough to commando weapons?


Another thing i am a slicer and I have the option to slice clothing for encumberance or effectivness(but there is not change, because the cloths have no effects like armor), Does the slicing have any effect on the skill mods u can add?, because other wise it is useless.


If a BE wants to target the wookie market on Naritus put a thread up on the forum, there is a huge amount of wookies lookin for good skill mods.


Thanks for ur time


WacCaBacCa









ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


YukonSam
Thu Sep 11, 2003 11:58 am
#9

I've been charging 1000 cr per plus on the highest bonus only, so a +3/+3 dance/music healing shirt adds 3000 to the base price of the garment. Sometimes I trim the base so I can get the +3 garments on the bazaar, but I won't sell a +4 or higher for under 3k.


But I make my own. I'd charge more if I had to buy materials or components.

Page 1 of 1
Previous Next