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Siigari Kitawa
Gallente The Aduro Protocol
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Posted - 2009.09.11 08:14:00 -
[1]
I just ran a Ladar hacking site and came across a Synth booster BPC. It has 500 runs.
After doing a little investigating, it seems that this was quite a very nice drop. Offering 500 runs and with a price of approximately 1.5 mil per booster, there is a great amount of potential to make some isk.
However, after reviewing the market and checking history, they seem to sell rather slow. Is a 3% bonus something people are willing to pay for? Would diversifying the market and spreading boosters in multiple regions be the best go?
I currently produce standard boosters. I'm thinking the free boosters may be an interesting way to generate some isk...
Also I kinda lol'd at the fact that the Synth BPC is illegal [but the standard/improved/strong are not]... makes it so you can't contract it.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.11 12:22:00 -
[2]
Synth boosters are pretty meh. And your drop is honestly not worth a whole lot. You can get a 1000 run BPC from pirate LP stores for like 450 LP and a lvl 1 mission's worth of bounties.
And you can contract the bpcs the same way you contract the standard/improved/strong boosters - customer sets up WTB contract. Works for all illegal goods.
The market for boosters is pretty small in general. The penalties for the good ones aren't considered worth the benefit by most pilots...and the boost of the synth ones aren't worth paying for. CCP needs to reevaluate the Nanite Control skill book and the penalties associated with boosters. Fixing smuggling would also be nice.
As for synth, I would support them being boosted to 5% instead of 3% if the penalties on the improved/strong were reduced a bit and the bottleneck that is the Nanite Control skill book were fixed. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Shana Tanizaki
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Posted - 2009.09.13 05:21:00 -
[3]
Synth Boosters aren't illegal though.
I actually think that Synth Boosters would have been a lot more popular had CCP allowed the drug labs to be set up in high sec.
After all, they were legal, why was their production confined to lowsec?
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Karanth
Gallente Independent Fleet Dark Taboo
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Posted - 2009.09.13 13:43:00 -
[4]
Every good that goes into one, and every resulting product, from gas to mineral to NPC good to pure booster to finish product, are all 100% legal as anything you could name, but the print itself is highly illegal. Which makes no sense.
Or is this like IRL drug laws where possession of minor volumes is ok, but buying or selling the product itself is illegal?
Originally by: CCP t0rfifrans
Sorry, no. You have to go into wormholes and get farmed by the new AI NPCs like everyone else...
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2009.09.13 17:12:00 -
[5]
Originally by: Siigari Kitawa I just ran a Ladar hacking site and came across a Synth booster BPC. It has 500 runs.
After doing a little investigating, it seems that this was quite a very nice drop. Offering 500 runs and with a price of approximately 1.5 mil per booster, there is a great amount of potential to make some isk.
Low volume.. and just 2/3 of the synths have some volume anyways. Those are the ones which get pushed down in price very often due to competition.. so you're looking at 700k/u at best.
With production costs of around 450k atmo and a high risk tower in hostile space.. ROI is somewhat of 30+ days there..
Originally by: Siigari Kitawa However, after reviewing the market and checking history, they seem to sell rather slow. Is a 3% bonus something people are willing to pay for? Would diversifying the market and spreading boosters in multiple regions be the best go?
I currently produce standard boosters. I'm thinking the free boosters may be an interesting way to generate some isk...
Also I kinda lol'd at the fact that the Synth BPC is illegal [but the standard/improved/strong are not]... makes it so you can't contract it.
Here you find some answers.. BOOSTERs (drugs) for Missions - do/would you use them?
And btw.. the markets in the other hubs (beside jita) are a 10th in volume.. higher sale price cant make up for it unfortunately..
So, if you got a good connection to CSM/CCP.. try to improve booster stats.. ideas are enough there.
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Myyona
Minmatar Ataraxia Pharmacies
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Posted - 2009.09.14 12:32:00 -
[6]
Edited by: Myyona on 14/09/2009 12:35:19
Originally by: Karanth Every good that goes into one, and every resulting product, from gas to mineral to NPC good to pure booster to finish product, are all 100% legal as anything you could name, but the print itself is highly illegal. Which makes no sense.
Not entirely true; the Drug Lab can only be anchored in low security space, without it you can not produce anything.
Also, I can manage to produce synth and regular boosters solo. If a few people in a corporation can't manage the same I believe there is more wrong with them than the system.
Synth boosters are selling just not very well and not for much compared to the time invested. But it is a nice activity a anyhow, just a shame that my computer has broken down so I can't start production of the synth booster types that I miss.
OP: A synth booster BPC is rather worthless as they can be purchased dirt cheap in pirate faction LP stores. Maybe somebody who gets terrified by the thought of entering 0.0 might buy it of you though.
--- Nobody can do everything, but everybody can do nothing |

Agent Unknown
Caldari
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Posted - 2009.09.14 14:21:00 -
[7]
Personally, I like the boosters...I know there's penalties, but there's a random chance of those being imposed. For example, on SiSi my character has Biology III for the Improved boosters, and quite often I only get a single drawback with the blue pill booster (which is usually the tracking one). Since I use missiles (Raven!), the tracking penalty doesn't matter. Sometimes I don't have any side effects at all.
Then again, this could have all been a fluke and I just had a streak of good luck, but the nice 25% shield boost bonus is always nice regardless.  ----------------------------------- "What can go wrong, will go wrong."
Originally by: CCP Fallout
And yelling is bad. It makes the baby Jesus cry and when the baby Jesus cries I'm forced to lock threads
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.14 14:45:00 -
[8]
Just an aside to the illegal boosters I'd like to put out there; may make a thread in F&I about it.
I saw the idea a while back for the penalties/side effects to be changed to "withdrawal" like symptoms. For instance, you take a pill, you get the positive effects for 30 minutes to an hour depending on your Biology skill.
You are then fine for 24 hours (or some other prescribed time period). After this time period, you must either take another pill (same type of pill) and have the positive effects again OR suffer some sort of penalty (could be dice roll for one of the 4 we have now, dice roll for each of the current 4, and thus possible to get none, some, or all 4, or something new entirely) for a set amount of time or until you take another pill (i.e. 24 hours or next dose to make effects go away).
Over time, extended use could mean that the time it took to feel "withdrawal" symptoms decreases. What this does is gives more incentive to use the boosters because the penalties will be after the positive effects, and can be nullified by taking another pill. The consequence is then "addiction" in the forms of attribute penalties for a certain amount of time. This change would also result in a big boost for the industry, as "addicts" would need a continued supply of boosters. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Miyamoto Uroki
Caldari Black Thorne Corporation
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Posted - 2009.09.14 14:51:00 -
[9]
I like the idea of addicts... though the implementation is kinda difficult. Like how do you avoid that peeps simply avoid the afterwards bad side effects with simply floating in space afk and waiting for the timer to go down.
Imho the suffer period would have to be bigger, like say 24 hours. That would do it, as noone is willing to stay afk for so long just to avoid some percentage of negative side effect or simply swallow another pill.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.14 15:04:00 -
[10]
Originally by: Miyamoto Uroki I like the idea of addicts... though the implementation is kinda difficult. Like how do you avoid that peeps simply avoid the afterwards bad side effects with simply floating in space afk and waiting for the timer to go down.
Imho the suffer period would have to be bigger, like say 24 hours. That would do it, as noone is willing to stay afk for so long just to avoid some percentage of negative side effect or simply swallow another pill.
Even if they are floating in space afk...they aren't doing anything significant. Thus the "addiction" is hindering them. I agree though, the time period should probably start at about 24 hours. And over time, through extended use, penalties should come sooner after the pills positive effects go away in addition to the duration of penalties increasing, say up to 48 hours? (until another pill is taken). _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Myyona
Minmatar Ataraxia Pharmacies
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Posted - 2009.09.14 16:12:00 -
[11]
I seem to remember the devs talking about adding "addiction" mechanics for boosters some time ago. That would really be awesome if implemented.
I have also been wondering if a possibility to improve synth boosters into 5% versions much the same way that standard booster can be improved would benefit the system.
--- Nobody can do everything, but everybody can do nothing |

brutoid
Caldari
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Posted - 2009.09.14 16:42:00 -
[12]
Originally by: XXSketchxx Just an aside to the illegal boosters I'd like to put out there; may make a thread in F&I about it.
I saw the idea a while back for the penalties/side effects to be changed to "withdrawal" like symptoms. For instance, you take a pill, you get the positive effects for 30 minutes to an hour depending on your Biology skill.
You are then fine for 24 hours (or some other prescribed time period). After this time period, you must either take another pill (same type of pill) and have the positive effects again OR suffer some sort of penalty (could be dice roll for one of the 4 we have now, dice roll for each of the current 4, and thus possible to get none, some, or all 4, or something new entirely) for a set amount of time or until you take another pill (i.e. 24 hours or next dose to make effects go away).
Over time, extended use could mean that the time it took to feel "withdrawal" symptoms decreases. What this does is gives more incentive to use the boosters because the penalties will be after the positive effects, and can be nullified by taking another pill. The consequence is then "addiction" in the forms of attribute penalties for a certain amount of time. This change would also result in a big boost for the industry, as "addicts" would need a continued supply of boosters.
I think this is a great idea.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.14 18:11:00 -
[13]
I posted my proposal for a revamp of Combat Boosters in Features and Ideas. Feel free to have a look  _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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