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  1. Current system tweak maybe ? In relation to the drop rate, Why not make this a visible % the crafter can see on his screen, and increase the % chance a little every time he crafts a triggering vessel without it dropping. Future system maybe ? Target BP research points for specific BP is known and public knowledge. Every ship crafted adds a value to a research pool held for the player and visible on his crafting screen. The pool is held for each rate. (Advanced versions crafted may add extra points especially if maxed out on upgrade slots.) Player can utilize other rate research points at reduced effect when researching a new BP. (Greater the rate difference - smaller the value) Minimum research points from a particular rate for each BP is known and public knowledge. (avoids crafting 6th rates all your career then eventually qualifying to craft a 1st rate) Practice So the player has a list of research points he's acquired for each rate of ship. The player knows how many research points he needs for a particular BP The player knows the minimum research points he needs from a specific research pool. The player selects his new target BP Minimal research points from a specific rate are allocated and the player chooses which research points he will use to complete the total either same rate or a combination of same and other rate pools. (Slider system from differing rate tally's) Player unlocks the new BP permanently Trade-able BP ? Once researched the player can produce additional Trade-able/sell-able BP that will construct 1 vessel. Seller must craft these using research points (x amount) and coins. Receiving crafter must expend suitable rate research points to use the BP for a 1 off build, but does not gain the BP unlock.(Smaller research tally required) Minimal research points from a specific rate are allocated and the player chooses which research points he will use to complete the total. (Slider system from differing rate tally's) Player crafts a 1 off ship.
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