Weaponsmith Archive
Thread: Commando Weapon Pricing
I charge the following:
Heavy Particle Beam Cannons: 9k
Lighting Cannons: 9k
C12 Grenades: 12k (non-commando, but many still buy them for some reason)
C22 Grenades: 16k
Cryoban Grenades: 20k
Glop Grenades: 23k
Thermal Detonators: 40k
Proton Grenades: 50k
Rocket Launchers: 23k
Those are among the best prices you will find on Radiant. Of course all servers are different based off of supply and demand. I might add that demand is high on my server - at least for the people who know about my shop. Most commandos I run across only use the Flamer until they find that someone's stocking some of the other larger goodies.
My question is what do you on average charge for the Acid Stream Launchers, HPBCs, and Lightning Beam Cannons?
My prices (assumes all topnotch adv subcomps w/ best-in-class materials) on Kettemoor. Note many competitors on my server charge more for lesser quality.
Rocket: 25k
HPBC: 15k
ASL: 15k
Launcher Pistol: 12k
Flamethrower: 18k
C12: 600 or 15k/crate. No volume bonus as convenience of crate is worth it in itself, and at this price the profit margin is much weaker than guns anyway in terms of factory time (BTW, anyone can use them, they are cool, and they give great Combat XP which is why ppl like em).
C22: 800 or 20k/crate
Cryoban: 1k ea or 25k/crate
Photon: 2k ea or 50k/crate (although I have never offered crates, as I use these for my RLs)
I generally don't offer glops, although if I did I would probably charge same as cryobans. I also don't generally offer detonators, only because no one ever asks for them.
But I forgot HARs and HLCs: about 15k ea (about same as LLCs)
Wow, I guess I'm a little on the pricey side :
Flamethrower, LLC, Heavy Acid : 27k
Charged heavy weapons : 25k
Rocket launchers : 50k to 60k depending on how annoyed I am after I finish making them.
I'm on Lowca. Don't have much problem turning these over, especially flamethrowers. It's not uncommon to have one guy come in and buy every flamer I have. The one caveat : I have a very extensive resource library and usually have the top-of-the-line stuff with the exception of maybe 2 or 3 other smiths on the server.
HBPC's 15k, a little cheaper in crates.
Rockets 50k, I dont mind if no one buys them, Im to busy making weapons that arent charged.
Grenades, well I dont really remember. Im not selling anything I make for less than 3k though. The ones with four components are 4k min.
Launcher 25k-Stats equal to the best on the server..so, the best on the server.
Flamethrower 25k-10 less damage than best on the server. Im not using the 509/994 steel in them. 150 units of that stuff to make it 840 instead of 830? No.
Same thing as above poster. I'll have a commando come in and buy 10 LP's and 10 Flame throwers, just to try for an awesome slice I suppose. You really dont need to make those cheap... They spend 50k on a charged weapon, you think they mind spending 25k on a Flame Thrower?
Mirkurius wrote:
I generally don't offer glops, although if I did I would probably charge same as cryobans.
But I forgot HARs and HLCs: about 15k ea (about same as LLCs)
While it might not be a big deal to you, the Glops take Chemical Dispersion mechanisms, yet another piece and more factory time. That's why I charge 3k more a crate on mine.
I posted this before, but I will post it again here, for those that want to use it. We have many weaponsmiths on my server, and I have been told that I can't do this in a free-market economy, but I continue to get richer, and my sales are only increasing.
What I did, was come up with an equation, that allows me to price weapons (all weapons) based on their effectiveness. I WILL NOT sell an FWG5 with stats of "X" for the same price as and FWG5 with the stats of "X+20". Anyway, I have been using this equation for over 2 months now, and it works great for me in allof my 5 stores (5 different planets).
Weapon Base Price = ( { damagePerSec+ woundPercentage + radius } * 100 ) + damageType Modifier + armorPiercing Modifier.
or
Weapon Base Price = ( { [ (minDamage+maxDamage) / 2 / weaponSpeed ] + woundPercentage + radius } * 100 ) + damageType Modifier + armorPiercing Modifier.
damageType Modifiers
ACID = + 5,000CR
STUN/BLAST = + 4,000CR
HEAT/COLD = + 3,000CR
armorPiercing Modifiers
HEAVY = + 12,000CR
MEDIUM = + 8,000CR
LIGHT = + 4,000CR
So, based on this equation, here are some average prices for popular weapons (these are non-enhanced weapons):
FWG5 = 10,000CR , SCOUT BLASTER = 8,000CR, LASER RIFLE/CARBINE = 13,000CR, VIBRONUCKLERS = 12,000CR, 2H SWORDS = 18,000CR, HEAVY WEAPONS = 16,000CR, T21 RIFLE = 17,000CR, PROTON GRENADES = 35,000CR/CRATE, ETC...
As you can see, most of my weapons come right in at about the same price as the average sale on most servers. Whats interesting, however, is that the average T21 sells for about 40K on my server, but looking at the effectiveness of the weapon makes you wonder why people would pay that. I know, Supply-and-Demand. But I can't justify that price, so I don't charge out the ass for them. Also, forcommando-disposables, I only charge 1/3 the effective rating since they will be gone in 29-35 uses.
As I said before...Some people say it can't work. But it HAS worked, and worked well for the last 2.5 months. I have more customers/money than I know what to do with.
P.S. Whats also nice about this method of pricing, is that I name the weapon with the base price in the title. So my FWG5 looks something like this "FWG5 - [110]". All of my customers like this because it allows them check their previous post-slice weapons againt my newer models and know instantly if they are better (FWG5 - 115) or worse. My vendor managers like it also, because it makes keeping the weapons at the same price on all vendors across the galaxy easy....I supply them the FWG5 - [110] and they know to multiply it by 100 and sell it for 11,000cr.