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How many credits per unit should resources sell for on average?
Poll ended at Thu Aug 07, 2003 9:32 am
2cr per unit, I am a Miner/Gatherer 11%  11%  [ 2 ]
2cr per unit, I am a Crafter 11%  11%  [ 2 ]
2cr per unit, I am neither a Gatherer or a Crafter 6%  6%  [ 1 ]
3cr per unit, I am a Miner/Gatherer 28%  28%  [ 5 ]
3cr per unit, I am a Crafter 28%  28%  [ 5 ]
3cr per unit, I am neither a Gatherer or a Crafter 0%  0%  [ 0 ]
4cr or more per unit, I am a Miner/Gatherer 6%  6%  [ 1 ]
4cr or more per unit, I am a Crafter 6%  6%  [ 1 ]
4cr or more per unit, I am neither a Gatherer or a Crafter 6%  6%  [ 1 ]
Total votes : 18
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PostPosted: Thu Jul 24, 2003 9:32 am 
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Please choose the correct answer for you.

The main question here is, How much should the retail price for resources be? This means in general, not taking into account rarity, or a particularly popular resource.
Make sure you are selecting the answer that includes your participation in the resource market.

If you choose 4cr or more per unit please explain and list what you think they should sell for.

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PostPosted: Thu Jul 24, 2003 10:47 am 
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I think you have the right range but not all the right qualifiers. The quality of the resource means a lot (check out the "resource quality" thread in this forum), and I mean a lot!

I made some chitin armor using resources with high values in all the right places and even though I do not have experimentation points when making armor yet, I was able to turn out some armor with some pretty decent resistances on them (12-15%). Just imagine if I had 10 experimentation points to play with!

In summary, I'm willing to pay more for resources that would legitimately allow me to charge more for my finished product.

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PostPosted: Thu Jul 24, 2003 11:18 am 
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It costs a person approximately .33 of a credit to harvest one resource unit, and costs 0 credits to sample each unit. With that said, I think it would make sense if the market rate for resources was only 2cr. I would never pay 4cr or more resources. Never.

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PostPosted: Thu Jul 24, 2003 11:27 am 
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Does that take into account the overhead of power and maintenance for harvesters and power generators? (the .33 cr per unit)

Then you have to add time and conveinence charges...

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PostPosted: Thu Jul 24, 2003 12:09 pm 
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Rocklar,

As I said above, "not taking into account... a particularly popular resource."
Great stats make a resource popular.

The idea here is to get the normal price of resources. Yes, a particular steel might be worth two or three times as much as another steel, but those are the variables we can worry about after we figure out the price of average resources.

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PostPosted: Thu Jul 24, 2003 12:13 pm 
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The extractor cost also varies based on the concentration of the resource. But, it would cost you 1 credit per unit to extract on a 25% spot (not including power costs), so needless to say it's not hard to turn a profit at even 2 cr per.

If you're looking for a general, completely average cost, 3 credits seems to be applicable. Some can and should cost more, and some don't need to cost as much.


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PostPosted: Thu Jul 24, 2003 2:23 pm 
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Don’t forget that with resources shifting ever 7 or 8 days, harvesters need to be moved. That is 3k per harvester, 30k for miner with 10 lots.

That is a huge expense to deal with every week. Not to mention the lost energy that is lost in the deeding process.


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PostPosted: Thu Jul 24, 2003 4:32 pm 
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Cyrus,

The loss of that 1500 to 3000 credits, and power, is only a temporary situation until they get that bug fixed. Which might not be for a while according to Holocron

However, it still doesn't add that much cost to resources if the harvesters are placed efficiently.

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