Increase Blueprint Production

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    • Legacy Citizen 2
    • Legacy Citizen
    Currently, blueprints are nigh-useless as they can be annoying to get the materials for and don't even produce much. A blueprint I recently got for a shield disperser:

    x4 Protein 40000A

    x4 Black Paint

    x7 Foliage

    x4 SD B:1 Memory

    And you know what I get for all that material I've put in?
    ONE shield disperser.

    I heavily recommend that the output of the randomly generated recipes be increased to five or ten per group of ingredients, or to the amount of input ingredients.
     
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    Just so that you know: You got a very bad recipe. I got one for shields which is using 6 delta interface. Then I got another one which requires me to get 2 of something(forgot what) to get the interface.

    My best blueprint so far is 5 sand for a salvage laser
     
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    • Legacy Citizen 2
    • Legacy Citizen
    I did some experimentation and yes, you CAN get super easy recipes after repeatedly getting blueprints.

    But that still doesn\'t alleviate my issue.

    I think increasing the output to the amount of input ingredients IF the recipe has more than one item would tie this up pretty neatly.
     
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    I think that either the more recipes of an tem you create, the more likely you are to get a good recipe or that very difficult recipes give the result a performance boost...maybe also make that you can improve recipes
     
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    Check out my suggestion for making blueprints more sensible.

    http://star-made.org/content/new-recipes-step-right-direction-maths
     
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    I sort of like the random blueprints. They\'re beautifully chaotic.

    What if, instead of lowering the randomness, you can purchase a new random blueprint from the shop for two blueprints of the same item? That would give you more opportunities to get a good \"roll\" and also give people a useful way to discard bad blueprints.