I am now at home and I have decided to add some more maths for the T1 CARRY boost. This time I'm just showing the formulas I came up with as it might be a good idea to discuss them and what numbers are most reasonable to calculate with.
Lets compare everything with the current credit cost on the market. If we want to we can easily convert credits back to energy again at the end:
COST_OF_ENERGY = MARKET_PRICE_OF_ENERGY = ~.2 (At the time of posting)
COST_OF_MINERAL = MARKET_PRICE_OF_MINERAL = ~.5 (At the time of posting) <-- You can easily expand the formulas for T2-T3 boosts by being more specific with mineral prices. I think Catalyst is still more expensive than this for example.
I think you need 2 base minerals to create a boost but please correct me if I'm wrong:
COST_OF_T1_BOOST = 2? * COST_OF_MINERAL + LAB_REACTION_TIME = 1 + LAB_REACTION_TIME
COST_OF_T1_BOOSTING = 20 * COST_OF_ENERGY + 30 * COST_OF_T1_BOOST + EXTRA_TRAVEL_TIME_TO_AND_FROM_LAB = 4 + 30 * (1 + LAB_REACTION_TIME) = 34 + 30 * LAB_REACTION_TIME + EXTRA_TRAVEL_TIME_TO_AND_FROM_LAB = 34 credits and ? amount of ticks = 170 energy and ? amount of ticks
I won't try and guess the amount of ticks at all here, I realize the formula above is slightly wrong in that regard also because LAB_REACTION_TIME and EXTRA_TRAVEL_TIME_TO_AND_FROM_LAB can kind-of happen in parallel. To make this formula more correct you'd probably have to replace LAB_REACTION_TIME with some kind of opportunity cost of what you consider using lab time is worth (you might have to consider that this time can be spent on something more worthwhile). Although if your labs would just be idling otherwise that cost is 0 I think.
The value of a carry boost can certainly be discussed... But I think that at least in the case where you have a choice to add more CARRY parts (without having to sacrifice anything else, because of 50 body part limit) the valuation below should hold true. Please correct me if you think otherwise.
VALUE_OF_T1_CARRY_BOOST = CARRY_PART_COST + BODYPART_SPAWN_TIME = 50 * COST_OF_ENERGY + 3 ticks = 10 credits and 3 ticks = 50 energy and 3 ticks
Edit: This is probably the absolute worst case, and maybe it shouldn't be a good idea to use boosts in this scenario. But I'd like to see some actual formulas for best case values. Such as FAT repairers or remote builders that can have more WORK and MOVE instead of extra CARRY parts because of the boost, therefore being able to WORK more and spend less time carrying energy back and forth. I might try to add some later but that formula will depend on task (repairing/building and distance between workplace and storage)
Conclusion:
COST_OF_T1_BOOSTING = 34 credits + ? ticks = 170 energy + ? ticks
VALUE_OF_T1_CARRY_BOOST = 10 credits and 3 ticks = 50 energy and 3 ticks
Even if we double the value of a T1 carry boost it's still a net loss. (At least for this worst-case valuation of the boost)
Please correct me where you think I'm wrong.
My opinion is that there should be economical boosts available that are more viable to use than directly selling the minerals on the market for credits/energy.