I know this gets brought up a lot. And for a long time I’ve thought the solution was simple but after talking to pretty much everyone I know in industry we all agree that the main issue is module drops. These polute the market with low level modules and can be reprocessed for minerals if they are worth more. Then there’s meta level modules and officer modules that drop that onbsolete everything that is made via production.
All goods should come from manufacturing, without exception. And the only way of obtaining minerals should be through mining (and of course PI etc for the various other base materials). Obviously if we remove all modules from drops they have to be replaced by other things, well it seems obvious that the slavage system holds the key here. When you kill a npc it doesn’t drop modules. It drops ruined modules, which then have to be repaired with minerals and BPCs to make faction modules. Faction BPCs should come from LP store and hacking.
I know this chart is very rudementary and misses some things out like tech 3, it’s suppose dot be a general guide how the flow of goods should work to make industry and mining more balanced income wise. Loot from enemy ships become limited to ruined faction modules and ruined officer modules, plus some trash drops such as tags or logs that can be turned in to agent for extra lp or isk. All these thinsg then have to go trhough an industrialist, and add minerals, to become faction/officer modules, no more simply getting the upgraded varients directly off the LP stores, but LP tores remain valuable for the bpcs to make faction modules which can’t be acquired any other way. All minerals come from miners. And with a little common sense (ie people losing the because i mine it it’s free mentality) everyone starts making a nice profit, with mission runners seeding all the isk into the economy.