Ship pricing suggestion
Posted: Tue Feb 26, 2008 9:59 am
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
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.
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
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.