So here's what's up: We have alot of resources that are plentifull all over the place, but have little to no markup. mainly because the stuff created with them have no markup, or the blueprints they are used in need resources that are hard to get. We also have a ton of blueprints that are crafted little to none, resulting in other items not being crafted. This is mainly in the components section. I propose the following: Rather then introducing new bp's for new items that will eventually not be crafted due to component or resource shortage, instead introduce the same blueprints, but with different materials. This would be limited to different resources for component bp's, and different components for the final items. that way, alot of the low % resources that keep getting TT'ed, can instead be used to skill up on components, which can be used by crafters. furthermore, alot of BP's that are hard to craft now get used again. The materials for components would be of both hunted and mined materials, while the components in the higher bp's could be switched for other components of the same level. One could even go as far as letting different types of components need higher amounts and/or affect COS as shown in example using fictional numbers and names.: (new) inferior component: tt 0.03 each (new) lesser component: tt 0.10 each current component: tt 0.30 each (new) enhanced component: tt 0.60 each (new) customized component: tt 0.90 each the effect on the BP: inferior: need 10x the amount lesser: need 3x the amount current: nothing changes enhanced: need 0.5x the amount customized: need 0.33x the amount Thoughts and comments welcome, please have arguments that you explain rather then zomgnokthxbye.