Tailor Archive
Thread: BE clothing Pricing:
phat-steve : server intrepid : master tailor, master fencer.
BE clothing pricing:
is there a good way to price BE clothing?what do you guys charge, i have big demand and cant do anything until i set a pricing system.
PHATYsteve wrote:phat-steve : server intrepid : master tailor, master fencer.
BE clothing pricing:
is there a good way to price BE clothing? what do you guys charge, i have big demand and cant do anything until i set a pricing system.
Can't speak for everyone, but myself I base my pricing on the quality of the batch of compnents I get. For example, for FormFitting Undershirts (Which all the combat people love because they can wear under armor) I marked them up 3000 credits (to 3600) with a +10 Bleed Resist; and then when I got a set of +12 Bleed Resist Components I placed a few of the new shirts up at a 4000 credit markup. (The BE i'm dealing with is selling components at 37500 credits for a crate of 25, or 1562.5 credits for 24+OneToMakeASchematicWith)
Just my two centicredits
If the customer provides the tissues:
Price = Price of "normal" equivalent + 1000 "pain in the ass" service surcharge
With my own high-quality tissues (that I've bought for about 3000 per tissue):
Price = Base Price + (4000 * # of tissues used in the garment)
So far it seems to have worked OK. Might be a little on the low side, actually, but I'm uncomfortable putting a really huge markup on them.
Although every tailor is going to have their own pricing scheme, I finally boiled mine down to a fairly simple equation.
Normal price of item + 500cr per bonus pt (+ 5k on HQ tissues if there is any waste in the schematic per panel).
This puts most of my items between 10k and 35k or so for the really highend and/or wasteful items.
Given what these do - cheap at twice the price.
Here are some Examples:
Clothing Price = 3000 Normal
I use 2 Identical Syn Cloth with +10 Music and +10 Dancing
I use 1 RFP with +10 Bleeding Defense
Result = +10 Music +10 Dancing +10 Bleed Defense
3000+(1000*10*2)+(1000*10)=33k Credits
Clothing Price = 1500 Normal
1 Non Identical Syn Cloth with +13 Music and +11 Dancing
1 Non Identical Syn Cloth with +11 Music and +10 Dancing
1 Non Identical Syn Cloth with +16 Injury/Wound Treatment
Result = +24 Music/+21 Dancing, +16 Injury/Wound Treatment
1500+(1000*13)+(1000*11)+(1000*16)=41.5k Credits
I split the profits with my BE so I end up paying a bit more in the end but nothing up front. So I charge 10k per tissue used and give 5k to my BE friend. That works out pretty well, and I don't have to feel like I'm wasting tissues to make a jacket that requires two tissues to get one enhancement.
P'las
What I usually do about the "wasted" tissues in factorycloth slotsis that I charge for full price for the first tissue and 1/2 price for a "wasted" tissue. That seems to be a decent compromise between me eating the difference or the customer paying for an entire tissue that didn't enhance the clothing at all.
It looks like most people use the base formula
price - base price+(max bio*1000 for each bio effect)
I think we should all stick to a smiliar pricing structure, and thoughts on this?
Digging up 3 month old threads = verboten!
I think a lot of our pricing structures have been reevaluated, and there are newer threads on this issue (as listed in the FAQ/link directory).
I really need to check the dates of these posts before I jump into a thread.... I do have to say that I don't understand why some people balk at the idea of spending 15K on a +4 stun +17 melee defense shirt, but then will happily spend a huge amount of credits for a +4 melee skilltape. I know that the tape is loot and the tissues are manufactured, but I think it probably takes at least as much effort for me to track down the resources to make really good tissues (as a non-combat type) as it does for some people to macro-camp the borgle cave.
Message Edited by Gyopi on 03-23-2004 01:00 PM