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  • Understanding Harvesting and Pricing of Resources
    By: Otawrrl, Posted at: Wed, Jul 23rd 4:53 PM 2003, Last Edited: Wed, Aug 25th 6:41 AM 2004
    Rated 4.71 by 28 people

    Below is some information I've gathered about harvesters and some tips on calculating actual price of a given resource. Obviously SOE is constantly up dating the game so this information is accurate as of today (22 July 03)

    Understanding Harvesters and Pricing Resources Guide - Otawrrl (Naboo in the Corbantis Galaxy)

    Have you ever wondered what all those figures and numbers on your harvester mean? Have you been unsure if you're actually making a profit on something you sell cheap? Have you wondered if buying resources off the bazaar was a good deal or not? My goal is to answer these question and more in the following guide.

    Power, We need more power!

    I feel we need to start with power. Without power your resource harvesters wont run. So, to find out how much it cost to make a resource you need to know how much the power is costing you. Luckily most of the concepts here translate directly to the other harvesters.

    Lets start by looking at the amount of power is being generated. Looking at the main harvester screen you'll see a few sets of numbers. At the top you see the resource you're harvesting also you'll see the efficiency rate of that resource. Below that you'll see another set of numbers Actual Rate and the Spec Rate. What do these numbers mean.

    Efficiency - You know where the resource and its number came from, your surveyed for it to place your harvester.

    Spec Rate - MAXIMUM rate your harvester can work at.

    Actual Rate - ACTUAL rate your harvester is working at. (This rate is determined by multiplying the Spec Rate by the efficiency, luckily for us SOE has done the math for us and is displayed as Actual Rate.)

    "Okay, Otawrrl I got it so far but what does 2 KG/H mean? How much is a KG of power?"

    I got this information from testing, using a stop watch and a calculator. The KG/H would imply that its 100 grams (or units) per hour. However I found this to be untrue. The real rate is the actual rate per minute. So you'll need to ignore the KG/H part and just know its the per minute rate.

    Now that we know how much power we can make in a minute we need to know how much it cost to run the harvester for a minute. If you look at the status on your harvester you'll see a line for Maintenance Rate (my wind generator is 30). The question is 30 what? 30 credits for an hour, a minute, a day? I put 30 credits on my harvester to find out. I got 30 minutes. So this Maintenance Rate is the cost to run you harvester for half an hour. I validated this on all my other harvesters, it is the cost to operate the machine for 30 mins. So, to determine the cost per minute just divide the Maintenance rate by 30 to find the per minute cost.

    To find the cost of a unit of power divide the cost per minute by the amount of power per minute. Here is an example. Say I have a wind generator sitting at 40% efficiency. The spec rate for the wind generator is 5. So the actual rate is 2 (40% of 5= 2). Remember that the rate is per min not kg/h. The maintenance rate on my harvester is 30. So the per minute cost is 1 (30 divided by 30mins =1). Finally the cost per unit of power is .5 (1 divided by 2).

    HARVESTERS

    "Otawrrl, Thanks for the math lesson, but I still don't know much my Stimpack-A's are costing me."

    Ok, on to the good stuff. harvesters, luckily all of the above information on power generators still applies so I wont go over it here. There is one major difference harvesters use power (the whole reason for the above part)

    From the above information, we know how to figure out the amount of a resource we are getting per minute, and we know how much it cost to run the machine per minute, but how do we know how much power we are using per minute. To know this we must look to the Power Consumption line in the harvesters Status screen. Once again SOE shows Power Consumption as a number not a rate, on my Mineral Extractor its 25. 25 what? This one was much more difficult to discern. With stop watch and calculator in hand, I was able to find out. This is the rate of power per hour, so in the case of the Mineral Extractor it uses 25 power an hour. To find out the amount of power per minute just divide the Power Consumption number by 60.

    Putting it together.

    Here is an example, putting all the numbers together so find out how much something costs to harvest.

    Wind Generator
    Resource/Efficiency Wind/20%
    Spec Rate 5
    Maintenance Rate 30

    Mineral Extractor
    Resource/Efficiency Steel/50%
    Spec Rate 2
    Maintenance Rate 15
    Power Consumption 25

    Power Cost is 1 Credit (Math Below).

    20% efficiency X 5 Spec Rate(Power per minute) = 1(actual rate).
    30 Maintenance Rate / 30minutes =1 (credits per minute)
    1 Credits Per Minute / 1 Actual Rate(Power per Minute) = 1 Credits

    Steel Cost is .92 Credits.(Math Below).

    50% efficiency X 2 Spec Rate(per minute) = 1(actual rate).
    15 Maintenance Rate / 30 =.5 (credits per minute).
    25 Power Consumption / 60 = .42 (.4166666) (Amount of Power used per minute)
    1 Power Cost X .42 = .42 (Cost of Power per minute)
    .5 Credits per minute + .42 Credits of power per minute = .92 total credits per minute.
    .92 credits per minute / 1 unit of Steel per minute = .92 per Unit of Steel

    Recap and other tips

    Efficiency - Concentration of the given resource. Used in determining Actual rate.

    Spec Rate - MAXIMUM rate your harvester can work at.

    Actual Rate - ACTUAL amount your harvester is collecting the resource per minute.

    Maintenance Rate - Cost in credits to run harvester for 30 minutes.

    Power Consumption - Amount of power used in 1 hour.

    Tips

    Power for a day -- Power Consumption X 24 for one days power
    Usually 600 for small personal type harvesters (25*24=600)

    Maintenance Fee for a day -- Maintenance Rate X 48 for one days Maintenance
    Usually 720 for small personal type harvester (15*48=720)
    1440 for a wind generator (30*48=1440)

    3000 credits in maintenance pool to re-deed a harvester.

    To make life easy. Below is a formula, plug it into a spreadsheet save time

    ((Maintenance Rate of Harvester/30)+((Power Consumption/60)*((Maintenance Rate of Generator/30)/(Actual Rate of Generator))))/Actual Rate of Resource Harvester

    SWG: Crafting: Understanding Harvesting and Pricing of Resources, by Otawrrl
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
    Save:
    25 threads, 1 2 page(s) long 
       Fusion generator Reply...
      Posted @ Mon, Mar 28th 10:50 PM 2005
      By: spacewaster
      15 posts
      Score: Decent [3.00]

      I was wondering, instead of having to find a good wind generator or solar spot, why not have a fusion generator.  Aren't they the best and have the best price:output ratio.                                                   

       
      0 Replies
       Power Reply...
      Posted @ Tue, Sep 28th 9:06 AM 2004
      By: Tenyra
      7 posts
      Score: Decent [3.00]

      How do you get power? 2 ways to do it..survey for it, place a wind generator down, since it costs no power to run, only credits, but put one down that isn't going to nickle and dime you to death..buy heavies..always buy heavies with high BER..the higher the better..put enough maint. on ANY harvester you place to last at least 2 weeks or you will be making harvester runs every time you turn around..the 2nd way is to buy it..I always buy wind energy and i will buy it in 10k, 50k lots....
      Heavy harvesters cost 75 power units per hour to run..so a harvester will cost you 1800 units per day /25,200 units for 2 weeks...(based on heavies)

       
      0 Replies
       Costs Reply...
      Posted @ Sat, Sep 25th 5:37 PM 2004
      By: Tenyra
      7 posts
      Score: Decent [3.00]

      Actually the cost to run ANY harvester is per HOUR not per minute..@30 cph it will cost you 720 credits per DAY (24hrs)..it is the same as your house a house that has a mint. fee of 30 credits it will cost you 720 credits per DAY for maint. not per MINUTE at that rate everyone would be spending t 30 credits per minute a cost of 1800 credits per hour or 43,200 credits per DAY..a PA hall costs 2400 credits per DAY for maint. For the best results.NEVER place small harvesters down..true they are cheapest to run..BUT yield less..put down 4 heavy harvesters down with a BER (basic extraction rate) of at least 13 find a resource of good quality (600 or higher OQ) with at least a 65-85% saturation..place 4 heavies down and load maint. and power on them to last 14 days..make sure ALL 4 harvesters are extracting the SAME resource...then go have fun, forget the harvesters for about 4-5 days..go back to them, retrieve resources..bet your first harvest will be close to 100k units from all 4 combined..

       
      0 Replies
       RE: All this information, automated for you Reply...
      Posted @ Sat, Sep 18th 5:57 AM 2004
      By: bicto
      2 posts
      Score: Decent [3.00]

      how do u get power???                                                                             

       
      0 Replies
       Formula of Otawrrl Reply...
      Posted @ Wed, Aug 25th 6:53 AM 2004
      By: EvinOmio
      1 posts
      Score: Decent [3.00]

      Hello all!

      First of all, thanks a lot for your efforts to explain how to calculate your costs.
      But I have to remarks about the formula of Otawrrl:

      1: Sometimes the results are divided by 30. Im only a beginner in harvesting-machines, but i understand that the ratios are per hour, so you have to divide by 60. I presume it's an evolution that took part the last year... So much change in a year, doesn't it? ;-)

      2: I checked the formula. I've used the "units" like (credit per minute, unit per minute,...) to see if the formula ended at credits/unit. But it appears that it ends at 2*cr/u. So you have to divide the result by 2...

      My calculation:

      cr = credit
      u = unit
      m = minute

      {(cr/m) + [(u/m) * ( (cr/m) / (u/m))]} / (u/m)

      When I calculate it furhter i get 2*cr/u ...

      You can get the full calculation if you want, but you should check it out yourself, its a nice exercise... lol

      Greetz and succes in crafting!!

      Evin Omio (Eclipse)

       
      0 Replies
       addendum to my last post Reply...
      Posted @ Sun, Mar 7th 1:45 PM 2004
      By: Tenyra
      7 posts
      Score: Decent [3.00]

      Sorry most of the messages were between july and dec last year..
      To clarify my profits..
      Large harvester...i get high quality metals..i make
      35k a day selling on bazaars...on my small floral..i make 48k a day profit, and on my fiberplast i make 60k per day...that is 143k per day..costs me 3400
      a day to empty harvesters..for shuttleing back and forth..thank god for vehicles..cuts my travel time waaay down doing the harvester run...

       
      0 Replies
       my costs Reply...
      Posted @ Sun, Mar 7th 1:38 PM 2004
      By: Tenyra
      7 posts
      Score: Decent [3.00]

      I have 3 harvesters going..1 large (60cr/h and 50 power per hour) 2 smalls are using 30 cr. per hour and 25 credits per hour...depending on the PE and OQ of power...
      So far on the large I put in 1200 units of power * 7 days..and 1440 credits *7 days.
      The harvester then tells me i have 6 days 23 hrs and X # of seconds left of maintainence...My power says i have 6 days 8 hours and X secs left..so if power is less than 900 OQ and PE you get less time on the power..maintaince is stable..i never ran out in a 7 day period..and for what i paid initially for 100k of power units i have made back 10 fold in resales.
      My floral harvester has given me a return of 200 * cost and my fibreplast 150 * cost...
      this is as of 3/5/04..so things may have changed since launch as i see most of these posts were from July of last year.

       
      0 Replies
       missing energy Reply...
      Posted @ Sun, Nov 16th 12:48 PM 2003
      By: Loggmeister
      27 posts
      Score: Decent [3.00]

      Why is it when I place 700units of energy inmy harvester does it then say 200 energy in reserve and x many hours of operation left? Where did the other 500units go??                                                   

       
      ----------------------------
      Loggmeister Flaminghands
      Emerald Flame
      7th Hammer
      Rattle the Cage, or Shake the Gates of Hell,  the choice is yours
      1 Reply
         RE: missing energy Reply...
        Posted @ Sun, Dec 21st 7:03 AM 2003
        By: Tronsquid
        2 posts
        Score: Decent [3.00]

        Look at the OQ and PE of the energy you are putting in the harvester/factory/whatever. 1 unit of energy won't give you exactly 1 unit of power.                                                   

         
        0 Replies
       A better way Reply...
      Posted @ Fri, Oct 17th 7:50 AM 2003
      By: Ddarkeyes
      6 posts
      Score: Decent [3.00]

      Ok, I found Otawrrl's method to be very useful, but it took me a bit of deciphering to actually figure out his units he came up with.  So here's my version of his method of figuring out, in essence, what the total cost of one unit of resource is (cost/unit).

      Key:

      credits/power = the number of credits you consume per unit of power you get from your power harvestor (wind, solar, fusion)

      units/min = the number of units you get from you regular harvestor (ones that require power) per minute.

      Credits/min = the number of credits you have to put into your regular harvestor per minute for maintainence.

      Power/min = The amount of power you consume in your regular harvestor per minute.

      Lets use all of his numbers from above:
      20% efficiency X 5 Spec Rate(Power/min) = 1(Power/min)
      30 Maintenance Rate / 30minutes =1 (credits/min)
      1 Credits Per Minute / 1 Power Per Minute = 1 Credits/Power

      Steel Cost is .92 Credits/unit(Math Below)

      50% efficiency X 2 Spec Rate(units/min) = 1(units/min).
      15 Maintenance Rate / 30 minutes = .5 (credits/min)from reg harvestor maint.
      25 Power Consumption / 60 minutes = .42 (.4166666) (Power/min)
      1 Credis/Power(from above) X .42 Power/Min = .42 (Credis/min)From power
      .5 Credits/min (from reg harvestor maint.) + .42 Credits/min (from power) = .92 total credits/min.
      .92 credits per minute / 1 unit per minute = .92 credits per Unit of Steel.

      This is pretty much the exact formula from the guide but with the units more clear so that they can be understood a little more easily.

       
      ----------------------------
      Ddarkeyes Elfbane, 59th Necromancer of Natural Sanction
      0 Replies
       Miwko Reply...
      Posted @ Wed, Oct 15th 7:17 AM 2003
      By: Anonymous
      Score: Default [2.00]

      I am looking for the prices of all the arquitects items, if any of u guys have any dir. plz post here or looking for Miwok in radiant server, ty                                                   

       
      0 Replies
       Formula Adjustment Reply...
      Posted @ Thu, Sep 11th 11:25 AM 2003
      By: Anonymous
      Score: Default [2.00]

      It makes sense to price the resource based on your cost for mining it. So I like this guide and I will use it. My question is, these formulas seem to be for ONE power generator per ONE harvester. How would you modify the formula for a single power generator and more than one harvester?                         

       
      1 Reply
         RE: Formula Adjustment Reply...
        Posted @ Fri, Oct 17th 8:03 AM 2003
        By: Ddarkeyes
        6 posts
        Score: Decent [3.00]

        Simple. Just start from the second part of the formula from the %efficiency and Spec Rate of the mineral harvestor, and just do that part twice with the same credit cost per unit of power.                                                   

         
        ----------------------------
        Ddarkeyes Elfbane, 59th Necromancer of Natural Sanction
        0 Replies
       Mineral Pricing Reply...
      Posted @ Mon, Sep 8th 3:47 PM 2003
      By: Dameos
      50 posts
      Score: Decent [3.00]

      I noticed someone asking how to price minerals this is what i do for my own personal Resource Procurrement Buisness I run on Corbantis!!!

      ALOT of Simple Math is Involved but it is VERY simple Averages!!!!!

      Say you have some Metal!!! (for simplicity sake i will use 5 numbers and very simple numbers!!!

      Overall Quality: 500
      Shock Resistance: 500
      Decay Resistance: 500
      Conductivity: 500
      Unit Toughness: 500

      Take all 5 of the numbers and add them together to get a total Sum of 2500... Now Divide 2500 by 5 the total number of stats!!! you get WOW 500 HAH Divide your End Total by 100 and that would be the Cost of the Resource!!! so for the Above Resource I would Charge 5 credits per unit... Would I get it... depends... on who is buying... I tend to run a Contract for High Ammounts.. 10k + Units of any given Resource Type!!! and i charge 3 creds per... only cuz i get ALOT of customers.. but If you ask me for a Specific Kind of Resources... for instance... Doonium Iron!!! then I will charge 6 creds per... cuz it is more difficult to find a good spot for a specific kind of material versus just General Any Iron!!!

      I sell Resources on my Vendor using the Above Math and I get my prices.... Highest Cost I have Ever Charged for anything was 9 Creds for some Inert Petro Chem... because it only had 2 stats and both were 900+ and I got it...

      This can work for Energy... Harvested MAterials from Animals.. it will work for anything.. Myself and a few of other Crafting Friends use this guide to determine the PRices for EVERYTHING including the items we craft.. just takes a bit more math...

      which i will include a generic guide here... an item takes 20 units of resources.. your resource value comes out to be 4 creds per unit... that would be an 80 cred item... too low no profit for your time... so now take the final OVERALL percentile value after experimentation... for instance a crafting tool made to be 90% effective 20% durable... would be 110% divided by 2 or 55% now take that 80 creds and multiply it by 55% which would be 44 creds.. and add that 44 Creds to your original 80 creds and now your item is selling for 124 creds...

      ITs all simple Math... and if we could get EVERYONE to use this we would have a working Economy.. where peopel could afford stuff and or save money for stuff.. instead of the Generalized Price Gouging you see everywhere... 120,000 credits for a suit of composit armor is a bit much... I am not an armor smith but I know for the HAM costs behind it... and the overall effectiveness of it.. it isnt worth 120,000 creds to me... but if you can get that amount ROCK on.. I myself wont pay it nor would I charge it...

       
      ----------------------------
      I live to die by the sword!
      0 Replies
       A quick Leg up Reply...
      Posted @ Wed, Aug 27th 2:04 PM 2003
      By: Anonymous
      Score: Default [2.00]

      I have been at this for what seems like years.  I am almost through my last level of engineering and I can't seem to make any ep. Any suggestions on items to build or other ways of leveling this faster so I can get on to making more interesting items????

      Lagstorm Blunderbus
      CEO BOTsInc                         

       
      1 Reply
         RE: A quick Leg up Reply...
        Posted @ Wed, Aug 27th 7:20 PM 2003
        By: Sammk
        7 posts
        Score: Decent [3.00]

        I have recently completed the Novice Droid Engineer level. To get it, I had to get 28800XP of General Crafting Experience. The best item I found to do was Mineral Survey Tools. They need 19 metal and 8 mineral (all use the same resource, any cheap metal) for a total of 27 resources. That comes out to 54 XP + an additional 3 Xp for practice mode or a total of 57 XP.

        I know that's a heck of a lot of survey tools, but it is a necessary evil if you want to get to the Novice level of Droid Engineer. I believe the other professions leading from Engineering IV require less XP so the number of survey tools you'll have to make will be less.

        I hope this helps. If anyone has a better item to make to get the experience, please post so those coming after us will have "a leg up".

         
        ----------------------------

        1 Reply
           RE: A quick Leg up Reply...
          Posted @ Thu, Sep 25th 1:24 PM 2003
          By: Anhari
          Scholar
          359 posts
          Score: Decent [2.64]

          Just and addendum for this.

          If you want to use the resources, you can make bone brestplates for about 500 xp, + an additional 80-90 for the sub combines (3 fiberplast pannels and one bone segment).

          This takes:
            25 Inert Petrochemical
          34 Metal
          54 Bone
          105 Hide
          24 Fiberplast
          ----
          282 Total units, + 4 Combines.

          Or for pure metal no hides or bones try making harvesters:
          For Wind harvesters takes:
          45 Steel
          10 Aluminum
          20 Non-Ferrous Metal (Aluminum works, or copper)
          145 Metal (Any metal does here)
          40 Low-Grade Ore
          ----
          260 Units.
          This yields around 400 xp, but is a single combine. You can set up a macro to make this grind a lot easer, just takes a lot.

          This would take the following # of combines (harvester route) to get to each of the Novice levels from Engenieering IV:
          Novice Architech - 33000 exp = 83 combines
          Novice Armorsmith - 16800 = 42 combines
          Novice Droid Engineer - 28800 = 72 combines
          Novice Weaponsmith - 21000 = 53 combines

          I personally am working to novice three of the 4, plust master Artisan. I figured my grind session should take me 177 combines, and a total of just about 20K worth of resources.

           
          0 Replies
       about Harvester Reply...
      Posted @ Mon, Aug 4th 3:23 AM 2003
      By: Anonymous
      Score: Default [2.00]

      i was a newbie , can i ask u a questions ??

      The question is what skill is used for crafting a Harvesters ??                                                                

       
      1 Reply
         RE: about Harvester Reply...
        Posted @ Wed, Aug 6th 10:36 AM 2003
        By: CDarkforager
        22 posts
        Score: Decent [3.00]

        With that in mind, try the Artisan Profession, you will be able to make some not all harvesters by the 3rd tier. You will however need alot of rescources 140ish metal and other rescources per harvester not including Fails. The artisan Profession also uses alot of Action Points, so if you have low Action and a low regen rate of AP, (Action Points) be prepaired to either migrate so ya can sample faster or just get a good book. If ya dont buy your rescources and plan on surveying the lands for them be prepaired also to use alot of mind points, to make it easier on yourself be sure and use the way point system, (as you start to survey you will understand what im talking about), and resurvey only after you have hit the way point, this will save you some Mind Points, and perhaps alittle time with regeneration. This skill is also part of the Artisan Profession and is part of the 15skill package.

         
        0 Replies
       pricing of resources Reply...
      Posted @ Thu, Jul 31st 9:31 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Somebody should put together a price guide for all of the resources, so when we wanna sell the stuff, we arent rippin ourselves off in the process.  thanks.

      danos                                                   

       
      1 Reply
         RE: pricing of resources Reply...
        Posted @ Fri, Aug 1st 1:18 PM 2003
        By: Anonymous
        Score: Default [2.00]

        That's kinda silly if you know anything about business, yorr price is going to end up being what you can sell it for.  If making an item is costing more than your getting you should stop, as you have negative profit. If your making more than your cost then your making a profit.

        The secret to business is not saying X sells for Y, its looking at the market and seeing that X at price A sells faster than X at price B. Then you look at your production, if you can make more and sell faster your overall profit will be higher than trying to sell for more, but waiting around forever to sell something.

        In summary you need to price according to how fast the product moves and how fast you can make it. If you aren't selling as much as you make then you need to alter your price. Simple as that.

         
        0 Replies
       Distance Reply...
      Posted @ Fri, Jul 25th 5:50 PM 2003
      By: Frettchenstein
      17 posts
      Score: Decent [3.00]

      Areas that are rich in resource are rarely rich in Power (i.e. wind).  Is there a maximum distance between your personal harvester and power source?

      TIA                                                   

       
      1 Reply
         RE: Distance Reply...
        Posted @ Sun, Jul 27th 12:05 AM 2003
        By: SlackerBoy
        27 posts
        Score: Decent [2.68]

        It doesnt matter. Power is not transmitted.
        It is turned into a resource that you must take to all of your harvesters.

        So you must go to the power generator, collect the power then go to the harvesters and deposit power in them.                                      

         
        0 Replies
       Very nice Reply...
      Posted @ Thu, Jul 24th 2:19 PM 2003
      By: Abigaile
      24 posts
      Score: Decent [2.86]

      Very nice information, glad to see it all together in one place.  I had estimated costs fairly well for mine, though hadn't gone into details. Thanks :)                                                   

       
      ----------------------------
      Abigaile Myrrh of Clan Blackwatch
      Cazic Server
      0 Replies
       Nice guide Reply...
      Posted @ Thu, Jul 24th 10:42 AM 2003
      By: Krahn
      15 posts
      Score: Decent [3.00]

      Lots of good info here, swgcraft.com also has some excellent crafting info!                                                                

       
      0 Replies
       Nice! Reply...
      Posted @ Thu, Jul 24th 10:35 AM 2003
      By: twflint
      4 posts
      Score: Decent [3.00]

      Very nice guide!...Thanks alot!                                                                             

       
      0 Replies
       ect... Reply...
      Posted @ Thu, Jul 24th 10:18 AM 2003
      By: Inoculus
      6 posts
      Score: Decent [3.00]

      Also keep in mind that these are IDEAL figures which don't take a ton of additional expenses into account... so don't think you'll see anything like these figures on the bazaar.                                                   

       
      0 Replies
       not quite Reply...
      Posted @ Thu, Jul 24th 10:14 AM 2003
      By: Inoculus
      6 posts
      Score: Default [2.00]

      There are some inacurracies in this guide... That link up there appears to be much more accurate.

      First of all the power cost is the same as maintenance... it is per half hour, not per hour. There is currently a bug where the time left (displayed in parenthasis) isn't displayed quite right, and is thus confusing. The main difference between power and maintenance is that maintenance is actually charged every half hour, on the half hour, while power on the other hand is constantly used. Maintenance also is charged whether or not the Harvester is online, but power is only used if it is actually running.

       
      0 Replies
       not quite Reply...
      Posted @ Thu, Jul 24th 10:14 AM 2003
      By: Inoculus
      6 posts
      Score: Default [2.00]

      There are some inacurracies in this guide... That link up there appears to be much more accurate.

      First of all the power cost is the same as maintenance... it is per half hour, not per hour. There is currently a bug where the time left (displayed in parenthasis) isn't displayed quite right, and is thus confusing. The main difference between power and maintenance is that maintenance is actually charged every half hour, on the half hour, while power on the other hand is constantly used. Maintenance also is charged whether or not the Harvester is online, but power is only used if it is actually running.

       
      1 Reply
         Yes That's right Reply...
        Posted @ Thu, Jul 24th 5:07 PM 2003
        By: Anonymous
        Score: Default [2.00]

        I checked his math and came up with the same formula and numbers.  It is also the exact same result you get at http://dynamic6.gamespy.com/~swgcraft/harvtool.php
        Here is a the same formula reduced a little

        ((MNX rate of harvester/30)+((MNX rate of generatorxpower consumption)/(180xactual rate of generator))/actual rate of harvester)

         
        1 Reply
           RE: Yes That's right Reply...
          Posted @ Mon, Sep 8th 7:39 PM 2003
          By: Anonymous
          Score: Default [2.00]

          The forumula is a good start for the value per unit of harvested resources.  There's at least one other factor I think needs to be considered. With the ore shifts even if you're willing to eat the cost of the harvesters every time the resource shifts you have to pay up to 4500 credits to get your deed back to move to a new resource location.

          So there needs to be two additional variables, how long you were able to run your harvester before it ran out, and how much it cost to redeed it.

          your deed cost/The amount of ore you got would be the amount you'd have to add to your per unit cost to break even.

          Otherwise you're still taking a loss. I've had days where I put up a heavy harvester and come back the next day and it's dried up. That adds almost a 1cr per unit markup for that batch of resource.

           
          0 Replies
       Harvesting Reply...
      Posted @ Thu, Jul 24th 5:15 AM 2003
      By: Anonymous
      Score: Default [2.00]

      It took me a long time to find real talk about harvesting costs.  Thanks.

      Fermina-Daza Kajixurii
      Blu-Daza Outfitters
      Ahazi/Tatooine                                                   

       
      0 Replies
       1500 / 3000 Credits ? Reply...
      Posted @ Wed, Jul 23rd 9:37 PM 2003
      By: Anonymous
      Score: Default [2.00]

      I have been using 100 x Maintenance Rate pool to re-deed a unit.

      For a Wind Harvester, that is 3000, but for a Mineral Harvester it is only 1500.   I just moved a Mineral one a few hours ago with only 1530 in the maintenance pool.

      Perhaps we are all wrong ? Maybe the unit needs much less ? The 100 x value I was using was from another guide. If a newbie had only read your article, they would always be putting in 3000 !

      Has anyone tried lesser values and gotten the deed back ?

       
      1 Reply
         RE: 1500 / 3000 Credits ? Reply...
        Posted @ Thu, Jul 24th 12:40 AM 2003
        By: SeanThompson
        3 posts
        Score: Decent [3.00]

        1500 for Personal Harvester and 3000 for Wind Generators.  If you have less it will give you a warning when you click destroy structure of how much it needs in the maintenance pool.                                                   

         
        1 Reply
           RE: 1500 / 3000 Credits ? Reply...
          Posted @ Fri, Jul 25th 6:47 AM 2003
          By: Synapse
          9 posts
          Score: Decent [3.00]

          The formula which has held true thus far and prevents any mishaps with redeeding is...

          (100*maint rate) + maint rate

          For a small house for example, its (100*8)+8 = 808

          800 has to be in the pool when you hit the second destroy or the deed poofs.  The extra + maint rate means that even if a tick occurs while you are doing the 2 destroy options, you will not lose the deed. and the number of credits lost to that is less than the hassle of losing 1 deed.

          Cheers,
          Stile
          Expert Armorsmith
          Chilastra
          The ION Order

           
          0 Replies
       All this information, automated for you Reply...
      Posted @ Wed, Jul 23rd 5:46 PM 2003
      By: Anonymous
      Score: Decent [3.00]

      If you don't want to mess with the map, SWGCraft.com has an excellent tool that will do all the math for you.  All you have to do is plug in the values for resource concentration, and choose which harvester types you're using.

      Here's the link.            

       
      1 Reply
         RE: All this information, automated for you Reply...
        Posted @ Thu, Jul 24th 8:06 AM 2003
        By: Otawrrl
        1 posts
        Score: Decent [3.00]

        Wow, That link has alot of info.  Well, at the very least I hope this article helps ppl understand how calculations work.

        I didn't realize that the smaller harvesters required less in the maintenance pool to re-deed. I'll go back and take a look and up date this article.

        One more thing. hehe, before I go and do the research, does anyone know what the xp rate is for harvesters? I got several thousand survey xp with harvesters running and lots of xp from letting a factory churn out items for me.

        Thanks for the info, and the feedback folks.

        Otawrrl

        Edited, Thu Jul 24 09:49:17 2003

         
        1 Reply
           RE: All this information, automated for you Reply...
          Posted @ Sun, Jul 27th 5:37 PM 2003
          By: rendek
          15 posts
          Score: Decent [3.00]

          well I know that the xp rate for factorys is 10% of what you would get for building the item normaly, but since you don't even have to be online it makes up for it if you have the resources.  I don't know about the harvesters but I am guessing that it will also be 10% what you would get for sitting down and doing it yourself, not that survay xp is usefull after level 4, unless you plan on surrendering them and then getting them back (mabey to host a special auction or something).

           
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          1 Reply
             RE: All this information, automated for you Reply...
            Posted @ Mon, Aug 4th 9:22 AM 2003
            By: Anonymous
            Score: Default [2.00]

            this is what I have learned and found to be true at least on the SunRunner Server.

            personal collectors require 720 credits and 720 units of power to run for a real time 24 hour period.

            the small Wind Generators require 1440 creds to run for the same time frame.

            just hit Master Artisan and will be going for Novice Architect, once i learn the requirements for the larger collectors i will let you all know

             
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