That is a potential alternative. Although decreasing material costs for Navy would put them cheaper to produce than T1 in some case. Reducing their LP cost by a minor amount would likely have the intended effect.
My only concern with increasing material costs, especially in the current state of material/isk inflation, is will it increase the cost enough to provide proper progression? Material cost can be overcome by just pumping more minerals in. We already see this with capitals as their price continues to drop. Granted, i’d expect to see Pirate battleships still be more expensive with increased materials, but will we see adequate progression (200m → 350m → 600m for T1, Navy, Pirate). Or will we just be in a similar situation as we are now, just with maybe a 50-100m separation? People would still most likely opt for a pirate battleship if still only costs 50-100m more than current pricing over navy.
Addressing rarity will effect cost more than material adjustment. Previously, the machariel received a BPC drop rate nerf and its still just as cheap as its been. As it was a minor nerf. So I wouldn’t have much faith in a 7-12% drop rate nerf really effecting price to a large extent. 15-20% would probably be a better starting position.
The other issue, at least in regards to rarity, is it would be a slow change to pricing. As alliances like TEST/FRAT/Goons etc have stockpiles of those BPC’s to control the market. So even if changes were made via rarity changes, we wouldn’t see immediate changing in pricing. Material cost would help some though.
In theory, a compromise of 12-15% nerf to drop rate and material increase would be a good start.
Going with a larger drop rate nerf of 20-25% and moving some of that to low sec is also possible. As Its not an outright removal, just transition.
Is it not already that way? We know that these groups control the market as they can hoard the BPC’s. Its true the market does not show 100’s of Machs or Nightmares at a time, i think it would be a bit disingenuous to think that those alliances don’t have a stock pile of those BPC’s or ships available in some fashion to fall back on. Going strictly by market data for available stock doesn’t tell the full story in my opinion.
Which is why i’d like to start nerfing the drop rate from DED’s by a reasonable amount and then shift some of that % to low sec. More risk/reward, instead of having “krabhubs” in only probe-able escalations that anyone with a brain can warp out of when combats show up. Or game the escalation to where you have to go through 2 rooms of max spawns just to get to your target, who has already seen you and cloaked up or warped out and cloaked. Or cyno’ing a BLOPs to run the sites and jumping out when someone tries to scan you down. Escalation running is low risk even with huge payouts, which contributes to the overfarming of pirate battleships.
Nerfing drop rate and then moving some of that nerfed % to lowsec would help make it harder to farm in nullsec, but not completely remove the drop rate from the pool like a fixed % removal would.
Per my platform/campaign, i’m in favor of creating more conflict generators. Having krabhubs and easy ways to farm isk/bpc’s isn’t my idea of fun or engaging mechanics. While i will submit that we can’t remove them completely from nullsec, i’m not opposed to shifting the % around from nullsec to lowsec where things can’t be gamed so easily.
Fair.
I’m trying to understand your last statement here. It sounds like you have more of an issue with large alliances able to use Pirate ships as fleet doctrines, which you don’t agree with, since they are more specialized/niche ships, but have been adjusted for fleet fighting due to their cheapness/popularity. Am i understanding that correctly?