On Tue, 01 May 2012 18:46:56 -0400, Alex Rubenstein said:
If you are the only game in town, and you have a great product, you sell it for the most you can.
Pay attention. What I said:
going to have to charge at least $3,160 a copy to make a profit on the project.
*at least*. You can charge $4K, or $40K, if you think you can get away with it. Or you can sell it for $2K, if you think you can sell 200 cheaper copies rather than 100 expensive ones. But unless your sales price times the sales volume is more than your sunk R&D cost, you're going to lose money on it. (And yes, there's counter-examples. Sony did the PS/3 as a loss leader. Which makes my point - they *knew* that sucker was going to lose money because there was no price point at which the expected sales times the price was more than what they spent in development. Only reason they did it anyhow was because they had a business plan to make the money elsewhere...)