I think we're on the same page then, thanks for clarifying.
This first model harnesses the power of QR 100 blueprints to multiply the rate of success over time.
To me, if you can buy CoS this machine looks like a game breaker.
If the CoS affects actual success rate (product vs. res) and not TT returns then it shouldn't be a concern for anyone dabbling.
I'm just trying to illustrate that the multiplier table can be manipulated so as to end up with more successes overall, way higher than the current 40%, and still provide the same tt returns
You did say "rate of success" and I heard "chance of success". I wanted to clarify, and it's clear now. This exactly addresses what I was trying to say. For a player where I'm at it's not as significant if you have an economic edge (mv) over another high level armor or weapons crafter. As long as you're not buying TT.
As far as this:
Choose to focus on better returns or raw throughput.
I understand and I have wished to be able to craft faster as well,
As stated, from my perspective, yadda yadda perhaps this thing could offer some speed options. From the levels I'm at (15 - 20 in most crafting professions) this isn't actually as overwhelming as messing with returns would be.
Which you clarified you aren't talking about.
What I think about this is that if you put a slider that balances the available changes to rate of success with rate of speed somehow, that may be ok. Just a thought. If you want the speed, you take the same risk. Honestly personally I see that as riskier anyways as all the other aspects of the loot engine come into play.
Also it crafts 10x the cost and gives 10x the amount so it’s faster too, also 3x the click rate. So 30x the crafting speed for large craft runs
Mind the waves! I'm not sure I would do an hour's worth of turnover in 2 minutes
On the relative professional expense, again I don't feel qualified to address the balance of that. If you think it's significantly more expensive to get to, say level 50 Laser Rifle and level 50 Animal Looter, with level appropriate gear than it is to get to, say level 50 Laser Weapons Engineer and level 50 in the required component crafting, with a level appropriate collection of BPs - I have to take your word for it. It's not important what level just laying out my presumed basis for comparison.
I do wonder though, once you're ready for this level of activity - with the plots, the plot levels, the machine, etc... all the costs to get this thing set up and running, what are we talking about here?
Is this a loot 2.0 150k sword, or a 250k MF chip? LR 40? Obviously I'm not going there, and plots will vary with market but can you loosely ballpark it for me? How much are
you looking to spend, to get this? It's going to be something you can do over time, as presented, so that's a little less of a hurdle.
First BP slot is unlocked for everyone (level 0)
Second BP slot unlocks at level 20
Third unlocks at level 40
In this case it's much better than, say, using an unmaxed weapon. Once there are a few in game you could buy this, and use it to level up from 0?
Anyone able to elaborate on the impact that would have on the market as a whole? (obv. speculate I guess)
For me this goes back to the effective rate of success issue. It's that RCE realism that says if you can acquire a bigger workshop, or automate part of your process, once you pay off your investment you're able to deliver more and/or cheaper product.
I'm not sure if people in general want it, but if it's balanced right it's not entirely unreasonable. You might want to get some out a little faster than proposed above, though. It's a realistic (real world) scenario with the machine but depending on that rate of success, it could be quite the advantage.