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Author |
Thread Statistics | Show CCP posts - 45 post(s) |

Babbet Bunny
State War Academy Caldari State
9
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Posted - 2014.04.29 12:46:00 -
[1] - Quote
Previously we knew a job would cost x before installing. Will there be a way to see what the multipliers for each different system are without flying to every station?
Now that the job I install today may not cost the same tomorrow.....
Now that all player built items price will increase by 5% after the expansion to compensate all meta 0 module BPO's are worthless. Meta 1-3 items will cost less on the market and are better. Meta 0 will be only good for invention.
Whats that new player? You don't have maxed invention skills to be cost effective in the market?
Better Worlds (tm) |

Babbet Bunny
State War Academy Caldari State
15
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Posted - 2014.05.06 02:34:00 -
[2] - Quote
Using all the assumptions from the example: 200M ship, 0.25% global production, 0.75 system equipment, 5 runs at 4 hours each and add: ME10 requires 180M minerals. 0.75% Sales tax, 0.75% Broker Fee, 1/5 of a POS fuel
Profit margin from a NPC station is 5.3% and 6.3% from a POS. In Nonni 6.5% and 7.6%.
Poor margins. I usually prefer 15-20% margin to make it with construction.
So prices go up 10% to 220M per hull.
Global Base inflation will be ~10%.
The global usage would have to reach 2.5% before profits in Nonni reach 10% margin.
ME has the greatest effect: Nonni NPC, Nonni POS, Average system NPC, Average system POS
10- 14.6, 15.6, 13.5, 14.4% 5- 10.3, 11.4, 9.2, 10.2% 1- 6.5, 7.7, 5.4, 6.5% 0-5.5, 6.7, 4.4, 5.5%
So ME 5 minimum before you can even think of production.
and you can keep the TE bonuses, they just makes everything cost more per run with the current math. Possibly make it just a per run bonus and not time related.
I.e. current new math 5 runs at a POS cost 5% more per run than at a NPC station. 10 runs 11% more per run each. More than 13 four hour runs and you are losing the profit boost of a POS. |

Babbet Bunny
State War Academy Caldari State
15
|
Posted - 2014.05.06 16:54:00 -
[3] - Quote
Multi-run discount:
Simplified math is:
Per run cost = (base run cost)*EXP(-0.01*(Hours production after first))
So at 25 runs a TE 10 per run cost is 10% greater than a TE 0?
Suggesting changing the simple math to:
Per run cost = (base run cost)*EXP(-0.01*(Runs -1))
Or I would suggest not researching TE. TE 10 will ruin your profit margin. |

Babbet Bunny
State War Academy Caldari State
15
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Posted - 2014.05.06 18:33:00 -
[4] - Quote
Korthan Doshu wrote:Remember that they'll be capping the multi-run discount and increasing the cap with the former ME skill, so all math on that side is suspect until they give us the numbers on the cap and the skill.
Link please. |

Babbet Bunny
State War Academy Caldari State
15
|
Posted - 2014.05.06 20:55:00 -
[5] - Quote
Korthan Doshu wrote:You know, when the dev blog clearly stated that they will be capping the bonus and raising the cap based on ME skill, it makes me lose patience that you ask for a link on a math change. RTFDB. See here or below with bolded relevant part: CCP Greyscale wrote:Multi-run discount: makes each subsequent run of a given job cost a little less than the last, mainly to give another small thing that industrialists can optimize for once they've got the basics under control. For each run, the job cost is multiplied by 0.99 raised to the power of however many hours (or fractions thereof) the job will already have run at that point. This is calculated at installation time and therefore the job doesn't actually change price over time. Rather, we do the math up front. We're looking to cap the maximum bonus of this using the old Material Efficiency skill, which will no longer be affecting waste (see previous blog).
Let's build five at once. With a build time of 4 hours, our average cost per run drops to 6.93m.
Math is the same.
From the example at TE 0 each battleships cost 6.93m each to install. TE 20 battleships would cost 7.04m each to install at an NPC station and 7.15m at a POS.
And that 10% of fees use to be profit margin. |
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