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T2 Production: BPOs vs. Invention

Author
Chanina
ASGARD HEAVY INDUSTRIES
#1 - 2011-12-13 14:01:34 UTC
Before I get started I want to make clear that I'm biased in this topic since I do invention my self and don't own a T2 BPO. But I will try to stay as objective as possible and point out if I talk about my opinion.
If someone provides some solid calculations or correct me if I'm mistaken would be very nice

For those newer Players among us, T2 BPOs has been seeded through the R&D Agents and were provided to the player in some kind of lottery. Ship BPOs have been very rare. Followed by the Module bpos a bit more frequent and ammo bpos as the most often seeded. This lottery was cancelled and replaced with the buy Datacores (DC) for research points (RP). Not sure about the date but I think it was somewhere in 2008 when last T2 BPOs has been seeded.

Basics about BPOs:
They start with ME and PE at 0 and have a resulting waste factor of 10%.
If you invest time in ME you can reduce the waste factor to somewhere around 0.01% resulting in no waste at all. (Waste calculation is something difficult but in short: if you can produce one part without waste you can also produce 300 without waste)
PE research allows you to reduce build time. I don't know the exact formula here but keep in mind you can research it and you start at 0 and can push it up to 50 or even higher if you want.

Basic Invention:
You can divide inventions in 2 or 3 groups, respectively. First group are Ships which are invented with single run copies and without decryptor will result in a single run copy of the intended ship. Second group are modules which are made from max run copies (300 Runs). There are some exceptional modules like the cloaking device but i won't cover that. If your invention works you get a 10 run copy of said t2 item. Ammunition can also be invented but will result in copies with 10 runs but each run yields 1000 charges instead of 100 (t1 bpo).

In every invention you have a chance based on the related skills to get a successful t2 copy. The Skills needed is the Encryptionskill of the faction combined with 2 skills of the specific science field like quantum mechanics and mechanical engineering.

The default T2 BPC from invention without decryptors starts with
ME and PE at -4 which results in 50% waste
As I said before I don't know the PE formula but to give some insight
Medium Drones need 8h for manufacturing
100MN MWD II needs about 7 days

Input of Datacores depends on the module size, small 1 DC each, medium 2 and large 3.


Now i have covered some basics, hopefully I'm not too much mistaken there and haven't board the informed players by now.

If you invent module A without decryptors (which only become profitable by ships > cruiser class, so most likely this is default) you get a copy of 10 runs (by chance). If you invent 5 copies at the same time and got some luck you will get 2 or 3 copies. (With a med size Module you have used up 10 DCs of both science fields)

To produce the invented Module you need +50% material than there is in the module if you would reprocess it. if the module contains 50 sustain shield emitter you will have to put 75 into production.
As you can not research ME from a BPC you can't change this value after invention.

Producing from the researched BPO from the same module will cost you only those 50 sustain shield emitters (SSE) as you most likely don't have any waste remaining. (else you should really do some ME research ;-))

The BPC has 10 runs and if you are lucky you got 3 of them out of 5 inventions. This results in 30 Modules you can produce. For each module you produce you need 25 additional SSEs. Build 30 of them and you had 750 SSEs overhead.
If you had a BPO at your disposal this would have been 15 additional Modules you could have build. And the runs on the BPO are not limited. you can queue up 300 or more at one time if you have the resources at hand. Furthermore your production time is a lot shorter than the one of the bpcs.


so … hey why do invention? Buy a BPO. Right! well not exactly.
The BPOs are rarely soled at all and if they are it will cost you a little fortune and about 2 to 5 years of production to get the investment pay out.

---Personal opinion---
In my opinion it is about time to take the T2 BPOs out of the game. They are not traded anymore or at least not on reasonable prices and they are never moved so they won't disappear by getting shot carrying them.
The owners of the BPOs had plenty of time to produce stuff and print money with those modules. if they want they can always pull prices down to get below the margins needed to make invention worth the effort.

To make them run out more smoothly they could be replaced through some max run BPCs with their stats. After Those are used up, prices will finally normalize and bring up the modules to a point where invention is paying well.


There are a few items and ships they were no bpo is in game (Black ops, Marauders, new gang links) and none of this items suffer under this circumstance. The only thing is, that there is no one who is just getting a huge pile of isk for having the luck getting a bpo back in some ancient days.
Fidelium Mortis
Minor Major Miners LLC
#2 - 2011-12-13 19:50:36 UTC
How about:
1. Save up isk.
2. Buy a T2 BPO.
3. Destroy said T2 BPO.
4. Profit??.... probably not, but you'll have peace of mind that it's gone for good.

ICRS - Intergalactic Certified Rocket Surgeon

Tahna Rouspel
Viziam
Amarr Empire
#3 - 2011-12-13 23:34:13 UTC
Fidelium Mortis wrote:
How about:
1. Save up isk.
2. Buy a T2 BPO.
3. Destroy said T2 BPO.
4. Profit??.... probably not, but you'll have peace of mind that it's gone for good.


Why keep things as they are when you can improve them?

You're such a conservative.
Misanthra
Alternative Enterprises
#4 - 2011-12-14 01:11:58 UTC
invention is more proftibable.....heres why

you can follow flavor of the month. Guy just spent 30 bil for that t2 bpo. as said its years ot pay off. If patch, player preference, etc changes the popularity of that item/ship, he is slinging unwanted items. Inventors get the lucky break here. Item falls out of favor, you stop making it. Eat loss on current cores used up to get the bpc's...but you aren't 20 bil in debt for tiems that just don't sell like they use to.

you can spam the slots. Bulk production much easier with bpc's. 1 t2 bpo, one slot. YOu can get off 10 t2 ships faster from invention than that bpo. t2 owner can sell cheaper yes....but after his cheap stuff is gone, customers are buying your stuff. half the time you are fighting fellow inventors using "free" mins and "free" datacores. Those t2 bpo items cleared already.

Fun fact...lots of t2 bpo owners still invent. Even more fun fact...is those inventions that helped pay for the damn t2 bpo. I am sure right now there is a 325 II raill owner inventing 425 II's. Why? Because its popular on naga and its better than going I'll jsut spam 325 II production and hope they become a trend.

run the sreadsheets before the invent. This is the secret to invention. Saves you lost itme and wasted cores. Or hate the t2's that much...invent in realms where they don't exist. Let you in on a secret....these still have issues. Free mins and free cores tards do not make this the greener pastures you think they are. Good money...but you have to run those spreadsheets before the invent all the same.
Velicitia
XS Tech
#5 - 2011-12-14 01:14:06 UTC
Oh look, it's this whine again.

TL;DR -- T2 BPO are not a problem.


You have to realise that yes, a BPO holder can make a handful of items cheaper than you, up to a point (that is, whatever the 30 day limit on runs is).


Assuming you own a covetor BPO, you can make 10x 1 run copies every 50 hours -- or 144 BPC/month
at max skills, using the best decrypter, one can invent hulks at a rate of about 45%. For the sake of argument, we'll say that you get 64/144 hulk BPC every month.

We'll assume that you start month 1 with 64 already (bought on contract, whatever).
The BPO owner has the BPO.

Build Time on a hulk is ~25 hours. Even if we argue that a Hulk BPO owner can get the PE to a point where it only takes 24 hours, he can make THIRTY in one month.

You can make 64. Well, you could really make more, since you can run 10 or 11 at any one time ... but you run out of BPC at 64/month.

"but wait" you say, "the hulk BPO owner can run copies". and you're right, they can ... but it takes TWENTY SEVEN DAYS to make a single 10-run copy.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Tahna Rouspel
Viziam
Amarr Empire
#6 - 2011-12-14 14:20:13 UTC  |  Edited by: Tahna Rouspel
Velicitia wrote:
Oh look, it's this whine again.

TL;DR -- T2 BPO are not a problem.


You have to realise that yes, a BPO holder can make a handful of items cheaper than you, up to a point (that is, whatever the 30 day limit on runs is).


Assuming you own a covetor BPO, you can make 10x 1 run copies every 50 hours -- or 144 BPC/month
at max skills, using the best decrypter, one can invent hulks at a rate of about 45%. For the sake of argument, we'll say that you get 64/144 hulk BPC every month.

We'll assume that you start month 1 with 64 already (bought on contract, whatever).
The BPO owner has the BPO.

Build Time on a hulk is ~25 hours. Even if we argue that a Hulk BPO owner can get the PE to a point where it only takes 24 hours, he can make THIRTY in one month.

You can make 64. Well, you could really make more, since you can run 10 or 11 at any one time ... but you run out of BPC at 64/month.

"but wait" you say, "the hulk BPO owner can run copies". and you're right, they can ... but it takes TWENTY SEVEN DAYS to make a single 10-run copy.


Numbers, numbers numbers.
It's the numbers that matter.

Producing a Hulk ;
Combined build cost: 184mil
Market price: 188mil

Profit margin is tiny! If you cut the invention cost, your profit margin becomes huge!

Try for yourself; http://eveproductionmixer.appspot.com/

BPO prevent people from participating in a large part of the market. Only the high volume markets or the one with no BPO are worth making. This -is- an issue. Stop pretending it isn't.
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#7 - 2011-12-14 14:41:14 UTC
Such a long post when all you could have said:

Quote:
I don't know anything about invention/how to make a profit, nor do I comprehend the minor impact T2 bpos have on the market, thus T2 bpos should be removed to comply with my ignorance.
FRIGGvonASGARD
Imperial Shipment
Amarr Empire
#8 - 2011-12-14 15:31:16 UTC  |  Edited by: FRIGGvonASGARD
dear bpo owners,
i am sorry, but i have to ruin your arguments! and i love to Twisted
so let's get nasty and provide some real numbers:

calculation base:
perfect skills
actual prices provided by eve-central (region: the forge)
one month = 30 days
max copies/covetor bpo = 221 (adv mob lab)
actual hulk price = 185m

the best production price(including all material costs and decryptor effects) for invention is 179 million
the worst production price is 137 million for BPO owner

decryptor effects in particular:
name / chance / runs / me / pe / cost per bpc / cost per run / max possible t2 bpcs per month and t1 bpo
Collision Measurements / 0.2772 / 1 / -1 / -1 / 35.67m / 35.67m / 61
Engagement Plan / 0.2520 / 3 / -3 / 0 / 35.08m / 11.69m / 55
Stolen formulas / 0.4536 / 5 / -5 / -2 / 57.51m / 11.50m / 100
symbiotic figures / 0.1512 / 10 / -6 / -3 / 29.6m / 2.96m / 33
test reports / 0.3024 / 2 / -2 / 1 / 41.96m / 20.98m / 66 <<< best possible production ratio
without decryptor / 0.2520 / 1 / -4 / -4 / 3.87m / 3.87m / 55

production times:
pe / station time / pos time
-4 / 53:20:00 / 40:00:00
-3 / 48:00:00 / 36:00:00
-2 / 42:40:00 / 32:00:00
-1 / 37:20:00 / 28:00:00
00 / 26:40:00 / 20:00:00
01 / 24:00:00 / 18:00:00 <<< best possible invention pe
02 / 23:06:04 / 17:19:33
03 / 22:40:00 / 17:00:00
04 / 22:24:00 / 16:48:00
05 / 22:13:20 / 16:40:00
06 / 22:05:42 / 16:34:16
07 / 22:00:00 / 16:30:00
08 / 21:55:33 / 16:26:40
09 / 21:52:00 / 16:24:00
10 / 21:49:05 / 16:21:49

relation between pe and production costs during invention:
pe -4 = 183,847,382
pe -3 = 204,361,734 <<< worthless, above min sell price
pe -2 = 202,191,386 <<< worthless, above min sell price
pe -1 = 183,513,868
pe 00 = 180,955,236
pe 01 = 179,533,709

average profit per month:
used decryptor or bpo / max runs per month / profit per run / profit per month
Collision Measurements / 61 / 1.5m / 92m
Engagement Plan / 55 / 4m / 220m
Stolen formulas / 100 / -17m / -1.7 billion
symbiotic figures / 33 / -19m / -627m
test reports / 66 / 2 / 5.5m / 363m <<< best possible ratio
without decryptor / 55 / 1.1m / 61m
BPO me0 pe1 / 43 / 48m / 2.064 billionShocked

bottom line:
1. you need at least 5 covetor BPOs which will never leave the copy slots to get close to the t2 BPO profits, not accounting for the hours to provide the materials for the invention of the t2 bpcs.
2. ship bpos/bpcs aren't really the issue the effects get worse with modules and ammunition and those are the most used t2 items, not ships
3. the bpo owner are always able to outbid the inventors for doing a lot less work
4. new players have no chance to start a profitable invention if the BPO owners keeping the prices low for kicking out the competition
and finally my personal favorite:
if you pay that much, that you have to produce 5+ years of it before the BPO is paid, it is your own fault and not the fault of the poor little inventors who try, through hard and usually honest work, to get something of the big cake.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#9 - 2011-12-14 17:41:17 UTC

I don't think they need to remove t2 BPO's....

What they need to do, is to alter the decryptor bonus, such that the invented BPC has an increased ME/PE level that's a percentage of the base BPC ME/PE levels.

Different decryptors offer different percentages.
No decrytpors results in ME/PE = -4 + 0% of BPC ME/PE Levels.
Use calibration data.... ME/PE = -4 + 10% BPC ME/PE Levels
Use circuitry schematics... +9 runs, ME = -4 + 0% of BPC Level, PE = -4 + 2% of BPC PE Level.

The percentages, probabilities, and run numbers obviously need serious review and assessment, but something like that would more balance the field. BPO holders will still have the advantage of no invention costs... but so what....

FRIGGvonASGARD
Imperial Shipment
Amarr Empire
#10 - 2011-12-14 19:47:34 UTC  |  Edited by: FRIGGvonASGARD
Gizznitt Malikite wrote:

I don't think they need to remove t2 BPO's....

What they need to do, is to alter the decryptor bonus, such that the invented BPC has an increased ME/PE level that's a percentage of the base BPC ME/PE levels.

Different decryptors offer different percentages.
No decrytpors results in ME/PE = -4 + 0% of BPC ME/PE Levels.
Use calibration data.... ME/PE = -4 + 10% BPC ME/PE Levels
Use circuitry schematics... +9 runs, ME = -4 + 0% of BPC Level, PE = -4 + 2% of BPC PE Level.

The percentages, probabilities, and run numbers obviously need serious review and assessment, but something like that would more balance the field. BPO holders will still have the advantage of no invention costs... but so what....

that is a great idea in any case, with or without T2 BPOs. that would increase the value of researched bpos as well as reward the invested time for high me or pe levels. maybe it reopens the market for researched BPOs

but on a long term the bpos should be replaced by a reasonable amount of bpcs. i can only guess what that would be, but i am sure ccp will find some number, if they check the stats and dbs.
this also would give the owner the ability to transport them more safely, build multiple items at the same time or even trade some of them.
a negative impact on the market, if there will be some, would reverse itself in a short time while the number of bpcs is decreasing.
Chanina
ASGARD HEAVY INDUSTRIES
#11 - 2011-12-16 09:53:26 UTC
Hey, thanks for those numbers and pointing out that invention is more flexible. You are absolutely right about that and I don't intend to argue with that.

In many cases a bpo owner can not dominate the market too much. At least not in part of ships. As mentioned above, the times are too long to flood the market. The thing I want to point at are the profits.

The numbers Frigg posted above look pretty solid and the profit made with the t2 bpo is quit impressive.
If you take a look at T2 Ammo the market looks like dominated by bpo owners in some cases. But as player it is hard to tell if it is really an bpo owner or just someone who never learned that even self mined ore and self generated dcs aren't for free.
(All of you who believe in that, just hand your stuff over to me. I will take care of it, for free of course Blink )
But the good Dr.EyjoG should be able to get his hands on some numbers concerning this matter and can draw a picture for us or at least for the game design about the impact of T2 bpos.

In my opinion all of the advantage of those bpos would be ok if T2 bpos could be obtained by current game mechanics. But only through player trade the prices for those are far out of reach.
For my point of few there are only 2 ways to balance the T2 production and it's profits thats
a) reintroduce a mechanic to seed t2 bpos to players
b) let them vanish for good.

Making x times the profit the new player can get just because the bpo owner played the game 5 years ago and had some luck in lottery is not an appropriate way to make industries attractive to new players. The newer ones work pretty hard to get some profit out if it and those who already have more money than they can spend on get even more. (Sounds like the same problem we have in RL hm?)

The idea of making invention results dependent to the bpc ME and PE level sounds pretty good and could really help to increase competition and variety of bpc market.

@Emperor Salazar: wow. another troll. Obviously you didn't even bother to look-up something. Neither you seem to have any idea about industries nor did you notice that the time I'm playing is long enough to know some parts of the game pretty well. But hey, who would expect serious comments from TEST? Blink
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#12 - 2011-12-16 13:44:34 UTC
Chanina wrote:


@Emperor Salazar: wow. another troll. Obviously you didn't even bother to look-up something. Neither you seem to have any idea about industries nor did you notice that the time I'm playing is long enough to know some parts of the game pretty well. But hey, who would expect serious comments from TEST? Blink


My comment was entirely serious, thank you very much. Its cute though that you try to associate my delightful and informed posting with my Alliance. And obviously your time in eve was for naught, as you clearly suck at invention if you are blaming T2 bpos for your inabilities to make a profit.

Do some research, understand that T2 bpos do not hold a monopoly on items that are actually in demand, and maybe, just maybe you'll be able to make a profit. Else, save isk, buy a T2 bpo, and stop crying.
Velicitia
XS Tech
#13 - 2011-12-16 14:27:16 UTC
Chanina wrote:

Making x times the profit the new player can get just because the bpo owner played the game 5 years ago and had some luck in lottery is not an appropriate way to make industries attractive to new players


or, HTFU, drop a few hundred billion, and buy yourself some T2 BPOs?


One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

FRIGGvonASGARD
Imperial Shipment
Amarr Empire
#14 - 2011-12-18 13:03:18 UTC
@Chanina:
seeding new T2 bpos into the game could undermine the whole invention or even kill it. free buyable BPOs would be fine and nice and fair but where will be the point in invention after that.
buy t2 bpo research, build and make profit
or buy t1 bpo, create copies, organize datacores and decryptors, start the invention. and as nice reward for all this work you'll get to pay at least 10-50% more for your productions.
who would work like this?
i think t2 BPOs and inventions shouldn't coexist and on a long term the BPOs will have to fade out of the game.

@Emperor Salazar:
TEST comments are obviously as shallow as their renting scams or any other honorable work they do. no more comments for TEST folks needed, just consider the rest of the name "please ignore" Blink

@Velicitia:
if you are that good in quoting you should read them too, maybe you'll find the essence next time.

@myself:
you have to provide more numbers(for demanded items and ammo)

and for those who know, as a fakt, BPOs dont effect the market:
I would love to see some numbers instead of shallow jabbering!
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#15 - 2011-12-18 16:06:43 UTC
Haha you got scammed by test. You know were terrible right?
Akita T
Caldari Navy Volunteer Task Force
#16 - 2011-12-18 17:23:44 UTC
CAN IT BE COPYPASTA TIME AGAIN ? YES, YES IT CAN !

...


Let's just say the horse has been beaten to death into a bloody pulp, dried, snorted, micturated, decanted, re-dried and sold as novelty souvenirs in the following long-running thread in the old forums (got to page 40, post #1185 before the old forums closed down):
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1360780
alternatively,
http://eve-search.com/thread/1360780

If you're trying to restart the argument, you will surely find just about any opinion in there, and just about every possible explanation as to why it doesn't really matter all that much either way, then the counter to that too.

...

VERY LONG STORY SOMEWHAT SHORT, the "solution" to the T2 BPO "problem" is NOT fiddling with them in any way at all, but instead looking at the INVENTION PROCESS (namely, the cruddy output ME/PE levels) and the moon mineral distribution (or at least alternative advanced material production options).

[sarcasm]
Yes, the solution to the non-existing problem of T2 BPOs has absolutely nothing to do with T2 BPOs.
Go figure.
[/sarcasm]

...

ASSUMING for some reason CCP decides to NOT improve invention and NOT refactor the moon products chains in any way, this is what the EXISTENCE of T2 BPOs does right now, and how their removal would basically do more harm than good:

* they keep a few low-volume items within the realm of "practical to use once in a blue moon" as opposed to "hell no, are you crazy, nobody uses those" by providing them below a price level that would be possible via invention ; ALL ITEMS THAT DO TRADE A SIGNIFICANT VOLUME ARE PROFITABLE TO INVENT ANYWAY, AND THE PRICE LEVEL IS SET BY INVENTORS FOR THOSE ITEMS, NOT BY BPO OWNERS

* they make all moon minerals at least a bit cheaper, especially the bottleneck ones, and hence all T2 items as a whole slightly cheaper; if all items would need to be invented because no more T2 BPOs would exist, the bottleneck moongoo(s) - currently, Technetium - would become radically more expensive, T2 items would increase in price noticeably while at the same time the number of T2 items produced would go down (while the game's population share that can potentially use T2 items keeps going up)

* YOU CAN NOT DEVISE A SYSTEM FOR THEIR REMOVAL THAT WILL NOT EITHER SCREW UP THE GAME'S ECONOMY OR END UP BEING GROSSLY UNFAIR- in this case, "fair" would mean "compensate with either how much the BPO is worth now or price it was purchased at, whichever is higher" - the ungodly amount of disposable ISK dumped into the system would make just about everything explode in price... which would mean the initial compensation would become "unfair" shortly after it was dispensed (and so on and so forth)

...

T2 BPO owners carve out a (mostly) PERCEIVED (and not necessarily real) "first right to sell" slice from the market, but their profit is capped by a sales price at a maximum rough value around the invention profitability breakeven (give or take depending on the swing of the market, phase of the moon or whatnot else).

For everything else, it's all inventor-vs-inventor market PvP (with the occasional trader thrown in) that causes all the PERCEIVED grief of some inventors.

In markets where T2 BPOs have any meaning whatsoever, an inventor would need to be a complete idiot to even consider entering, and as such he'll get exactly what he deserves.

...

The vast majority of T2 BPOs (by count) yield a pathetic profit ; in many cases, well below the potential profit that can be obtained with the same amount of slots busy with T1 production (at a fraction of the cost).

For the vast majority of T2 BPOs that *are* reasonably profitable (that being a minority of the total number of T2 BPOs), the current owner is NOT the original owner, the market already decided what the "fair price" for the T2 BPO should be, and that person PAID IT at the time. In fact, quite a few of those have switched owners many times already.

...

Bottom line ?

If you think T2 BPOs are overpowered, just freaking buy one.
If you can afford them but you think they cost too much, then they can't be overpowered.
If you can't afford them, then that's just envy... and you should HTFU or STFU (or both).

You can't eat your cake but still have it intact afterwards.

...

Alternatively, we could just make T2 BPOs available at LP shops at prices similar to the currently charged values ; in time, all T2 BPOs would become less and less valuable, and invention would become less and less practical, with datacores becoming nearly worthless. This way, you maximize grief for everybody involved. You know, if that's your cup of tea.
Hirana Yoshida
Behavioral Affront
#17 - 2011-12-18 17:49:20 UTC
Akita's Copy/Paste wins the thread once again.

Invention already allows for much higher profits than can ever be achieved by owning a T2 BPO, simply due to not being dependant on one (or a few) items .. diverse portfolio's wins every time. Only "problem" is that to realise said advantage one has to put in an exorbitant amount of effort.

Solution is to address the invention process: Add a post-process step where ME/PE of an invented print can be manipulated and expand on the alchemy system to allow abundant materials to be used in place of the bottlenecked (or move T2 material prod. to PI and be done with the moon crap!)
Goose99
#18 - 2011-12-18 18:04:23 UTC
tl;dr

If there's nothing wrong with t2 bpos, then clearly bpo lottery should be reinstated.Cool
bartos100
Living Ghost
#19 - 2011-12-18 19:26:50 UTC
i just had a creazy idea on how to balance T2 BPO's without taking them out of the game

change them so they can not directly be used for production

you need to make copy's to be able to build the items with the reseurtched lvl's

how about that ?
Akita T
Caldari Navy Volunteer Task Force
#20 - 2011-12-19 00:23:45 UTC  |  Edited by: Akita T
Goose99 wrote:
tl;dr
If there's nothing wrong with t2 bpos, then clearly bpo lottery should be reinstated.Cool

That's a non-sequitur. The latter does not follow from the former.

The lottery WAS a big mistake.

But T2 BPOs in themselves weren't.
Just their initial distribution method was.
And it was a mistake which was mitigated by the fact T2 BPOs could be traded (and they were, heavily).

It was also almost as good as corrected by the introduction of invention.
"Almost as good as", because if you want a complete correction, you'd make it so that invention can yield positive ME/PE values without decryptors, and then you'd probably also want to make it so that moon mineral derived production gets uncapped in volume (it's quite literally capped by the amount of moons that exist).

But yeah, if you want, you can start reintroducing new T2 BPOs by whatever means you deem necessary.
That is, if you want to completely kill the invention business and make datacore harvesting useless in the long run.

bartos100 wrote:
i just had a creazy idea on how to balance T2 BPO's without taking them out of the game
change them so they can not directly be used for production
you need to make copy's to be able to build the items with the reseurtched lvl's
how about that ?

That does nothing of note except reduce output levels. All you accomplish is an increase in T2 BPO "breakeven" duration.