Ship Pricing OXP
Posted: Wed Feb 27, 2008 5:58 am
Hi all,
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!
Three example calculations might look like this:
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
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
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
This is a serious suggestion. I can`t imagine this being too difficult to implement, as the maths is rather simple.
I have posted a list of the detailed calculation in the above list in the Suggestions Forum. Have fun trying this out on other ships.
Ahruman has answered this suggestion that
Because then, I would like to make something like that (together with someone who can script) and players could individually decide for themselves if they find this a good idea that fits for them or not.
Someone interested?
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!
Three example calculations might look like this:
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
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
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
This is a serious suggestion. I can`t imagine this being too difficult to implement, as the maths is rather simple.
I have posted a list of the detailed calculation in the above list in the Suggestions Forum. Have fun trying this out on other ships.
Ahruman has answered this suggestion that
OK. So, I asked myself, would it be technically possible to create an oxp that changed all ship prices, be they original ships or oxp ones, according to this formula?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.
Because then, I would like to make something like that (together with someone who can script) and players could individually decide for themselves if they find this a good idea that fits for them or not.
Someone interested?