component has no booster BPs.
furniture has booster BPs, but those are pretty low tt per click (0,18-3,5 PED) and only small multiplier (1,5-2,5), so they don't make much of a difference in terms of tt-returns, especially when also crafting furniture that is 30 PED TT per click.
Attachments have boost BPs, which have okay boost-factor and tt per click, but then, if you're not an attachment crafter, that doesn't help.
Haven't looted boosted BPs on armor yet, so maybe there are none or just at a higher level, which doesn't help the tt-return on lower level crafts.
and so on.
The booster BP doesn't really work out for TT-return boosting.
Apart from that, if the boosted BP is an item which nobody buys, then you basically trade money loss from bad tt-return for money loss for mu, same applies if you buy the booster BP. Because you will have to buy materials for MU but get nothing you could sell for MU.
For some crafts it's not feasible to do a 5000+ click craft run, as it may take 100+ years to sell all the produced items.
The issue with crafting, that causes the bad returns, is the low base tt-return (~79%) and that you may go without multipliers for several hundreds or even thousands of crafts. The absence of multipliers combined with the low base tt-return is just bad.
Just overhaul the crafting returns/volatility, that's all that's needed atm.
Some things here I agree with and others I don't...
First of all, most of the 'boosted' blueprints out there are not worth it, only a few of them, mostly under attachments and a few under tools. Yes there's lots of Armor BPs that appear to be 'boosted;, for example Orca, Predator, Luna, Sema, Serum and Infiltrator, but the boost seems to be insignificant for the most part. Some of these require 'impossible' ingredients with such high markup that it makes the boost seem totally irrelevant. For example to make an Infiltrator Harness you need 6 ped of GeoTrek Super Alloy EnBolts at ~350% if you can find someone that has the BP and is willing to make them for you. In the end you'd have to sell it for over 200% to break even and Infiltrator is such a niche that there is very little demand for it, especially at those prices.
For some crafts it's not feasible to do a 5000+ click craft run, as it may take 100+ years to sell all the produced items.
I agree with this and it's something I have thought about. I think the only solution to this problem would be to have blueprints with 100% chance of success and put the focus (or challenge) on acquiring or creating the required ingredients for 1 click, in other words just make it very challenging to obtain or make the ingredients in the BP list and in that way restrict the number of items that can be generated. This eliminates the inevitable heart break of working really hard (and paying a lot of PED) to acquire the needed ingredients only to end up still without an item after 11 clicks (as has happened to me on numerous occasions).
Let me give an example of such a thing (I will stick to armor since it's what I know best):
Let's say a new Armor set is introduced, let's call it eMINE II (M). The ingredient lists could read as follows:
eMINE II Harness (M)
1 x eMINE PG/T (M,L)
2 x AP-54 Shrapnel (L)
2 x Moonshine plate 2 (L)
1000 x Open Source Code
200 x Graphene Polymer
4 x DSEC Seeker Amplifier 2 (L)
9 x TerraMaster 2 (L)
10 x ROCTEC M1-LF Finder (L)
2 x Xeremite Ingot
This list is made up of 2,134 PED worth of items. This is for the Harness only so repeated 7 times should make the set base cost 15k PED but that doesn't take into account any markup or cost to actually craft these items. And as you can see here there would be a great number of resources affected (I'm not going to list them all but basically there's lots of stuff from Ark, RT and Monria in there as well which is required to make the mining equipment...). There's really a bit of everything in there: looted items and crafted items which require a lot of different mined resources and since this armor set is intended for miners, all the ingredients actually do make sense. You could use different Shrapnel AP plates for the different parts, this would give these plates a purpose since right now there's just no other use for them other than against rocket launchers in PvP, which doesn't really amount to much demand at all. So for the Helmet, maybe use the AP-36 Shrapnel plates, for the Arms, use the AP-42 Shrapnel plates, etc... The one ingredient here which puts this whole upgrade in MA's control is Xeremite so if they change their mind and decide to discontinue this armor upgrade they can stop Xeremite from dropping. Seems the other items made using Xeremite aren't really worth it right now so that wouldn't really cause too much harm to the game.
A set of Armor for miners I think should be really easy to do as it just has a large amount of Shrap which is only useful in PvP situations really. But it should also have a decent amount of Burn/Pen as guns are usually the weapon of choice for Player Killers. Since Calypso doesn't really have a mid-range Robot armor yet anyway, this could easily become that set. Give it say 33 Burn and 35 Pen, 45 Shrap and a small amount of Impact, Cut and Stab (~10) and voila, you got yourself something worth the hassle of collecting all this stuff.
As I researched this however it dawned on me that MindArk's answer to this is the upgrade system which is already in place. That system functions like a mission system which demands a list of ingredients and spits out an item as reward. It never fails, i.e. you always have 100% success guaranteed.
For example, when you want to upgrade a part of Boar to Adjusted Boar, you need some looted items (Nano Adjusters and Boar armor part), some crafted items (Hardened Foil and Renegade (L) part) and it spits out the item you are trying to get without fail.
So to try to create Blueprints that have a 100% success chance is probably not something that can easily be done as it may require a complete overhaul of the loot system/engine and as such, I would say just keep with the upgrade mission system, I think that's working fine. It sends people out to the field to hunt for stuff and it sends people to the crafting machine to make things, which in turn send people out to mine for resources, so has the same effect on the economy as a whole. The only difference is you don't need skills to upgrade something, but you often do need a crafter with skills to make some of these ingredients (for example upgrading Angel armor requires Enhanced Talytic Converters and crafted Ghost (L) armor parts which both require a decent amount of skills to make), so it ends up being one and the same really.
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