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City of Villains Guide to a Small, Steady Income Redside
4/6/2009 5:13:53 PM
If you have just a little more starting cash or time, I would suggest a slight variation. Instead of crafting six each 15 and 20 for Battery Powered, craft eight 25 and seven 30 for Nuclear Powered. The concrete advantage is that in addition to the recipe memorization, Nuclear Powered grants +2 Invention Salvage holding capacity, which is always handy. The variable advantage is that it seems that a noticeable number of players don't go to common IOs until the 25-30 range where they become equivalent to SOs that don't expire, so that there seems to be more demand.
Another useful hint is to start the process late in the week. Your first set of salvage orders will probably come in at the lower weekday prices, but even if the enhancements don't sell immediately they probably will early in the weekend. You'll probably get a chance to buy another set of salvage at reasonable prices with City of Villains Credits, and then sell those enhancements at premium weekend "I need it now" rates.
I did exactly this on a character this last weekend, and despite not having pre-bought salvage, ended up a bit over a million richer in inf by the end, plus having the increased storage and permanently memorized recipe.
Note that if you are careful, this is one of the ways you can make City of Villains Credits as COV money in the market without moral qualms (should you have a villain that cares), as you can still turn a profit by selling people things cheaper than they could make them by themselves. I put most of my listing prices at barely under the cost to produce a non-memorized version, and while most people were happy to pay me rather more than that, a few bargain hunters were able to get a deal... and I still made money. Positive sum game, aka win-win situation.
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