Ship Crafting Experimentation System
A system where you can increase "risk" and resource cost for higher chances at purple and gold-trimmed ships.
A multiplier of probability for fancier trim that scales with resource outlay (2x multiplier = 2x resources | 3x multiplier = 3x resources | with a cap)
For the increased probability of fancy trim, add equal chance of getting "shabby", or green/gray trim on the bottom end of the probability scale.
For simplicity's sake, let's say rolling a 20 on a 20-sided die would get me a purple/gold (5% chance) -- under this, I could spend 5x the recipe resources to increase my chances of a purp/gold trim to 25%. Rolling a 15-20 would then pop a gold/purple ship, but I would then have to worry about rolling a 1-5, which would result in a green/gray/shabby trim.
Pure RNG crafting makes the process a little more passive than it could be.
Making a masterpiece in any craft is understandably going to take more tries, longer hours, and extra resources, as you experiment, prototype, throw out, and start over.
Compressing the process into a simple risk-based mini-game would save players real-world time, give them more agency in the process, and have more fun -- all without reinventing the wheel with a major crafting overhaul.
Labor hour and resource constraints would prevent this from getting gamed, and could create suspense and a climax after you spend all week gathering 5x resources to make that perfect PB ship.
Could also give us something to do with our piles of unseasoned wood laying around our warehouses if we could dump them into risky experimental ship builds for better chances at gold/purple trims.