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Ship pricing suggestion

Posted: Tue Feb 26, 2008 9:59 am
by Lestradae
I invested some thought in this lately and came up with the not completely new idea of letting the game calculate the prices based on the ship stats. That would have a lot of good consequences. For example, Uber ships would no longer be so Uber if you had to work really long to aquire them. And the quality of a ship would directly reflect into how difficult or easy it was to aquire.

I have devised a suggestion how such a calculation could look like. It even produces rather fitting prices. Example results would be, for example:

A flying strut: 276 Cr
Adder: 29.500 Cr
Gecko: 70.760 Cr
Asp MkII: 120.960 Cr
Cobra MkIII: 150.000 Cr
Python: 177.650 Cr
Tesoura: 432.000 Cr
Fer-de-Lance (0.6 LS): 606.500 Cr
Anaconda: 714.150 Cr
Imperial Courier: 972.000 Cr
Benulobiweed Firefly: 1.110.400 Cr
Super Cobra: 1.622.000 Cr
The Ultimate Uber Ship*: 345.610.000 Cr

* The Ultimate Uber Ship has all the highest stats that I found for any ship - but combined in one ship :D

The calculation would take a Cobra MkIII with a base value of 150.000 Cr and then modify the price according to the stat differences in combination.

That would look as follows:

Basic Ship:

Cobra MkIII:
* Extended Cargo Capacity: 35 tons
* Speed: 0.35 LS
* Energy Banks: 4
* Missile Slots: 4
* Possible Equipment: All
* Manoeuvrability (Pitch/Roll): 1.5
* Gun Mounts: All 4
* Energy recharge rate: 4
* Price without Equipment: 150.000 Cr

Suggestion for price calculation:

* Cobra MkIII as standard with Standard Price: 150.000 Cr

* Extended Cargo Capacity: Price is raised/lowered 20%/10% per 20 additional/smaller Cargo Bay

* Speed: Price is doubled (each time)/lowered 20% per 0.1 LS jump up/down

* Energy Banks: Price is raised/lowered 20%/10% per additional/fewer Energy Bank

* Missile Slots: Price is raised/lowered 20%/10% per additional/fewer Missile Slots

* Possible Equipment: Price is taken down 10% per essential equipment piece not available

* Manoeuvrability (Pitch/Roll): Price is raised/lowered 20% per 0.5 additional/lower Pitch/Roll

* Gun Mounts: Price is lowered 10% per unavailable, 5% per reduced capacity Gun Mount

* Energy recharge rate: Price is raised/lowered 20%/10% per 1 additional/lower Energy recharge rate

* Price without Equipment is result of 150.000 Cr multiplied by all multipliers!

This is a serious suggestion. I can`t imagine this being too difficult to implement, as the maths is rather simple.

I will post next a list of the detailed calculation in the above list. Have fun trying this out on other ships.

Detailed Calculations of the Ship List Suggestion

Posted: Tue Feb 26, 2008 10:01 am
by Lestradae
Adder:
Extended Cargo Capacity: 2 tons (Price lowered 20% for non-existing cargo space) M=0.8
Speed: 0.24 LS (0.1 LS down, price lowered 20% as slow vehicle) M=0.8
Energy Banks: 1 (3 Energy Banks less, price lowered 30%) M=0.7
Missile Slots: 1 (3 Missile Slots less, price lowered 30%) M=0.7
Possible Equipment: No MilSh, No ECC (Price lowered 20% as 2 essential EQ N/A) M=0.8
Manoeuvrability (Pitch/Roll): 2.4 (Price raised by 40% as 1 additional Pitch/Roll) M=1.4
Gun Mounts: 1 (Price lowered 30% for 3 unavailable Gun Mounts) M=0.7
Energy recharge rate: 2 (Price lowered 20% for -2 Energy recharge rate) M=0.8
Price without Equipment: 150.000 Cr * 0.7"3 * 0.8"4 * 1.4 ~ 19.7% ~ 29.500 Cr

Anaconda:
Extended Cargo Capacity: 750 tons (Price raised 720% due to monstrous cargo space) M=8.2
Speed: 0.14 LS (0.2 LS down, price lowered 40% as slow vehicle) M=0.6
Energy Banks: 7 (3 Energy Banks more, price raised 60%) M=1.6
Missile Slots: 7 (3 Missile Slots more, price raised 60%) M=1.6
Possible Equipment: 2* No Shield, No ECC (Price lowered 30% as 3 essential EQ N/A) M=0.7
Manoeuvrability (Pitch/Roll): 0.55 (Price lowered by 40% as 1 less Pitch/Roll) M=0.6
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 3 (Price lowered 10% for -1 Energy recharge rate) M=0.9
Price without Equipment: 150.000 Cr * 0.6"2 * 0.7 * 0.9 * 1.6"2 * 8.2 ~ 476% ~ 714.150 Cr

Asp MkII:
Extended Cargo Capacity: 0 tons (Price lowered 20% for non-existing cargo space) M=0.8
Speed: 0.40 LS (0.05 LS up, price raised 50% as fast vehicle) M=1.5
Energy Banks: 5 (1 Energy Bank more, price raised 20%) M=1.2
Missile Slots: 1 (3 Missile Slots less, price lowered 30%) M=0.7
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 1.5 (Price stays as is) M=1.0
Gun Mounts: 2 (Price lowered 20% for 2 unavailable Gun Mounts) M=0.8
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 0.7 * 0.8"2 * 1.2 * 1.5 ~ 80.6% ~ 120.960 Cr

Tesoura:
Extended Cargo Capacity: 135 tons (Price raised 100% due to big cargo space) M=2.0
Speed: 0.30 LS (0.05 LS down, price lowered 10% as slower) M=0.9
Energy Banks: 7 (3 Energy Banks more, price raised 60%) M=1.6
Missile Slots: 4 (Price stays as is) M=1.0
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 1.5 (Price stays as is) M=1.0
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 0.9 * 1.6 * 2 ~ 288% ~ 432.000 Cr

Gecko:
Extended Cargo Capacity: 3 tons (Price lowered 20% for non-existing cargo space) M=0.8
Speed: 0.30 LS (0.05 LS down, price lowered 10% as slower) M=0.9
Energy Banks: 3 (1 Energy Bank less, price lowered 10%) M=0.9
Missile Slots: 4 (Price stays as is) M=1.0
Possible Equipment: No MilSh, No ECC (Price lowered 20% as 2 essential EQ N/A) M=0.8
Manoeuvrability (Pitch/Roll): 2.25 (Price raised 30% as 0.75 additional Pitch/Roll) M=1.3
Gun Mounts: 1 (Price lowered 30% for 3 unavailable Gun Mounts) M=0.7
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 0.7 * 0.8"2 * 0.9"2 * 1.3 ~ 47.2% ~ 70.760 Cr

Python:
Extended Cargo Capacity: 115 tons (Price raised 80% due to big cargo space) M=1.8
Speed: 0.20 LS (0.15 LS down, price lowered 30% as slow) M=0.7
Energy Banks: 7 (3 Energy Banks more, price raised 60%) M=1.6
Missile Slots: 2 (2 Missile Slots less, price lowered 20%) M=0.8
Possible Equipment: No Military Shield (Price lowered 10% as 1 essential EQ N/A) M=0.9
Manoeuvrability (Pitch/Roll): 1.4 (Price lowered by 4% as 0.1 less Pitch/Roll) M=0.96
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 2.5 (Price lowered 15% as -1.5 Energy recharge rate) M=0.85
Price without Equipment: 150.000 Cr * 0.7 * 0.8 * 0.85 * 0.9 * 0.96 * 1.6 * 1.8 ~ 118.4% ~ 177.650 Cr

Benulobiweed Firefly:
Extended Cargo Capacity: 35 tons (Price stays as is) M=1.0
Speed: 0.755 LS (Price quadruple doubled due to 0.4 LS up) M=16.0
Energy Banks: 1 (3 Energy Banks less, price lowered 30%) M=0.7
Missile Slots: 3 (1 Missile Slot less, price lowered 10%) M=0.9
Possible Equipment: No ECC (Price lowered 10% as 1 essential EQ N/A) M=0.9
Manoeuvrability (Pitch/Roll): 1.9 (Price raised 20% as 0.5 additional Pitch/Roll) M=1.2
Gun Mounts: 2 (Price lowered 20% for 2 unavailable Gun Mounts) M=0.8
Energy recharge rate: 2.5 (Price lowered 15% as -1.5 Energy recharge rate) M=0.85
Price without Equipment: 150.000 Cr * 0.7 * 0.8 * 0.85 * 0.9"2 * 1.2 * 16 ~ 740.3% ~ 1.110.400 Cr

Imperial Courier:
Extended Cargo Capacity: 135 tons (Price raised 100% due to big cargo space) M=2.0
Speed: 0.35 LS (Price stays as is) M=1.0
Energy Banks: 8 (4 Energy Banks more, price raised 80%) M=1.8
Missile Slots: 8 (4 Missile Slots more, price raised 80%) M=1.8
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 1.5 (Price stays as is) M=1.0
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 1.8"2 * 2 ~ 648% ~ 972.000 Cr

Super Cobra:
Extended Cargo Capacity: 55 tons (Price raised 20% due to bigger cargo space) M=1.2
Speed: 0.45 LS (Price doubled for +0.1 LS) M=2.0
Energy Banks: 7 (3 Energy Banks more, price raised 60%) M=1.6
Missile Slots: 7 (3 Missile Slots more, price raised 60%) M=1.6
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 1.7 (Price raised 10% as 0.2 additional Pitch/Roll) M=1.1
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 7 (Price raised 60% for +3 Energy recharge rate) M=1.6
Price without Equipment: 150.000 Cr * 1.1 * 1.2 * 1.6"3 * 2 ~ 1080% ~ 1.622.000 Cr

A flying Strut:
Extended Cargo Capacity: 0 tons (Price lowered 20% for non-existing cargo space) M=0.8
Speed: 0.05 LS (0.3 LS down, price lowered 60% as slow vehicle) M=0.4
Energy Banks: 1 (3 Energy Banks less, price lowered 60%) M=0.4
Missile Slots: 0 (4 Missile Slots less, price lowered 80%) M=0.2
Possible Equipment: None (Price lowered 50% as no upgrading possible) M=0.5
Manoeuvrability (Pitch/Roll): 0 (Price lowered by 60% as 1.5 less Pitch/Roll) M=0.4
Gun Mounts: None (Price lowered 40% for 4 unavailable Gun Mounts) M=0.6
Energy recharge rate: 0 (Price lowered 40% for -4 Energy recharge rate) M=0.6
Price without Equipment: 150.000 Cr * 0.2 * 0.4"3 * 0.5 * 0.6"2 * 0.8 ~ 0.2% ~ 276 Cr

The Ultimate Uber Ship of Ultimate Destiny:
Extended Cargo Capacity: 750 tons (Price raised 720% due to monstrous cargo space) M=8.2
Speed: 0.755 LS (Price quadruple doubled due to 0.4 LS up) M=16.0
Energy Banks: 13 (9 Energy Banks more, price raised 180%) M=2.8
Missile Slots: 13 (9 Missile Slots more, price raised 180%) M=2.8
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 2.5 (Price raised by 40% as 1 additional Pitch/Roll) M=1.4
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 7 (Price raised 60% for +3 Energy recharge rate) M=1.6
Price without Equipment: 150.000 Cr * 1.4 * 1.6 * 2.8"2 * 8.2 * 16 ~ 230406% ~ 345.610.000 Cr

Re: Ship pricing suggestion

Posted: Tue Feb 26, 2008 10:12 pm
by elite
Lestradae wrote:
A flying strut: 276 Cr
I have seen these Struts.
What the hell are they?


Good idea on the ship pricing too.

Struts

Posted: Wed Feb 27, 2008 12:26 am
by Lestradae
I have seen these Struts. What the hell are they?
They are a bug. Someone told me once that it was created by the illicit unlock oxp.

I included the strut as a demonstration for a theoretical lowest limit for shipprices.
Good idea on the ship pricing too.
I would find it great and resolving many things (including "Uber" ships and the often rather random ship pricing) but Ahruman would have to get interested that it could be implemented. It`s, as it stands, his decision, I guess.

I will PM him and ask nicely.

Greetings

L

Posted: Wed Feb 27, 2008 12:46 am
by JensAyton
Struts are part of the structure of rock hermits.

The purpose of the illicit unlock OXP is to make all built-in ships buyable. The strut is a built-in ship. There is no bug.

I have no intention of changing the pricing of the built-in ships, or of forcing particular pricing on OXP writers. However, your formula could be of interest in pricing new OXP ships, or evaluating the überness off new OXP ships.

Posted: Wed Feb 27, 2008 12:04 pm
by Captain Hesperus
Ahruman wrote:
Struts are part of the structure of rock hermits.

The purpose of the illicit unlock OXP is to make all built-in ships buyable. The strut is a built-in ship. There is no bug.
It's intended as a sarcastic nudge at anyone who decides to buy an illicit-unlocked ship.

Captain Hesperus

Posted: Wed Feb 27, 2008 5:12 pm
by TGHC
and I thought it was the way you walked :wink:

Posted: Wed Feb 27, 2008 5:35 pm
by Captain Hesperus
TGHC wrote:
and I thought it was the way you walked :wink:
:lol: I can see your sense of humour wasn't dislodged by the mass movement of the country.

Captain Hesperus