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Post by Azurewyrm66 (Allandhra) on Jan 15, 2004 10:36:32 GMT -5
Recent discussions both in game and on the message board prompted me to make this post. I believe it to be important to discuss these issues before they become sources of conflict, and to make life easier for all of us.
With recent discussions about forming a "Guild Comapny" and earlier discussions in game about setting prices for products offered by guild members, I feel it is important to address this before we set up the company; I for one don't want to undercut anyone in the guild. So without further ado, here are the next major topics for discussion:
1. What products and services do each of plan on offering? 2. What prices and rates do we want to set? 3. How do we distribute profits among ourselves and the Guild?(A case in point could be one member who provides the raw materials to another member; how do we distribute the profits?)
I'm sure there are more issues, so plese feel free to add to the list. As for myself, I plan on offering resources, both organic and inorganic.
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Post by Max Liao (Callandryn) on Jan 15, 2004 11:28:05 GMT -5
I'll be offering Spices! (Good wholesome spices like ... salt and nutmeg) And when I can make them, Molecular Clamps. I'll sell my spice for 6K a crate (to start) and the Molecular Clamps for 9K a crate. I'll let the market determine if I raise them. I personally don't sell items to guildmates. If you need Spice or MC, then you can have some. If I catch you selling them behind my back to turn a profit on my work, you'll be gone. As for non-guild members who buy our goods, I think the seller should get the profits ... but never forget who helped you make the items. We're all in this together not to get rich and leave everyone else behind. Teamwork!
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Post by Thorsen (Aemon) on Jan 15, 2004 12:41:21 GMT -5
Your a day ahead of me So, here's whats popping around in my head. First off, process. I don't know who's planning on having merchant skills (besides me), so I've just based this on a generic "Merchant" person. Our merchants work on consignment, you offer your goods to the vendor for 1cr and once sold the merchant passes the money on to the owner minus the handling fees (discussed below). Now the fun part. --All up for discussion of course-- First off, handling fees are only taken out of the Profit from an item (so no one will lose money by selling at the company store) My suggested rate schedule looks something like 1% profit for merchant (to pay upkeeps ect) 9% profit for guild treasury (Will slowly build a guild treasury.) I'm sure some will say that the fees should be more, that we should be contributing more to the guild, but lets remember, we're all here to have fun. Having fun to me means I'm not always broke A few notes, 1) should a guild mate buy something from the vendor, profit goes to the buyer, cost goes to crafter. 2) how will profit be decided (ie: minerals cost more than normal)? my suggestion would be that seller tells merchant the cost. If we can't trust each other there really is no point in being together.
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Post by Chalrhynn on Jan 15, 2004 15:15:35 GMT -5
Id like to point out that i dont have a mind to sell things just doesent work that well so i will offer meds of all quality and let said "merchant" person handle the extra stuff
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Post by Max Liao (Callandryn) on Jan 15, 2004 16:52:00 GMT -5
I may have to create a new Senior Officer Position for Thorsen: Logistician
Make him responsible for implementing and the accuracy of all of this. ;D
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Post by Aja on Jan 16, 2004 15:02:31 GMT -5
i can offer droids soon (now actually, though they won't be of high quality) I'll be sure to make a stockpile of decent droids so that we can sell them (and use them) for a while thereafter.
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Post by Kodoss on Jan 16, 2004 15:11:10 GMT -5
Resources , resources, resources and stuff i find in the game. (different Skill Attachments, poison dot weapons etc)
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Post by Shayla on Jan 16, 2004 19:17:17 GMT -5
Anything Master Artisan and about 1/4 the way to Master Weaponsmith.
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