Two problems: If you can simply produce/craft your own stars, then the supply of stars will increase. Also, the supply will no longer be
totally controlled by CC's random star generator; therefore, (A) CC loses much control over the supply of stars, and (B) Star Inflation would occur.
Possible consequences:1. Inflation won't matter if tourney, entry prices are increased accordingly (good luck with that trial-and-error).
However,
1b. Raising tourney prices will price out those who forego the star-crafting craze. This could be considered unfair to some. (bad)
1c. In turn, higher tourney prices may induce more to join the star-crafting craze, thus further increasing the supply of stars. Star Hyperinflation, perhaps? (bad)
2. More chances of creating more stars gives people greater chances to join the star-priced tourneys, (good)
2b. unless the price of tourneys is increased (see 1b-1c)
2c. If more people can join the tourneys by creating their own stars, then they may be more incentivized to forego those plans which yielded them the randomly generated stars. For example, "why do X,Y, and Z to get the Orange Star when I can take the cheaper route of creating it?" (transfer. CC loses control to the Star-Crafters).
3. The 'Cooler'/rarer stars will fall in value because the overall chances of acquiring them have increased (unless the Rare Star X recipe was randomized).
(transfer)--i.e. people who got the Rare Stars without crafting may feel jipped, yet people who crafted the Rare Stars will feel great).
4. Given enough inflation, the whole point of the Star System may collapse. For example, if anyone can get into the star-priced tourneys, then those tourneys become no different than non-priced tourneys. May as well drop the star prices.
5. Given enough inflation, all the stars become valueless (since nearly everyone who cares will have the ones they want). The only value to the Star System would be the production of stars itself, but not the stars themselves. (good for star crafters, bad for CC if they had more useful plans for the Star System).
Solutions:A. Prohibit the crafting of stars, and let CC continue managing prices and production (easier to control).
B. Enable star-crafting and create plenty of rules and ad-hoc measures to control the inflation (difficult to control).
C. Enable star-crafting and ignore consequences (good luck).
D. Enable star-crafting and enable Star Exchanges.
If D, the supply and demand of various types of stars would become self-regulated, but the outcomes should be assessed:
People value stars because (a) they enjoy hoarding them, (b) they enjoy spending them, and (c) they enjoy creating them. If CC controls the prices on tourneys, then the Star Exchange won't function properly. Fun times with (b). The Star Exchange will speed up the circulation and production of stars. If people can keep pumping out stars, then (c) happens and (a) happens, but overall the stars become less and less valuable as more are created, so (a) decreases if the value of stars is tied to their rareness, thus (c) may fall for some and rise for others. Without the Star Exchange, these outcomes are likely, since the star exchange would only speed up the circulation of stars.
There will always be madmen star-crafters building stars for the sake of building stars. Eventually, however, the marginal costs of producing stars will equal the marginal benefits, so the market for rent-seeking star-crafters will be satisfied. Others, less so.
E.Prohibit star-crafting, enable Star Exchange.
With the supply of stars under CC's control, concerns over inflation lessen, and (a) and (b) increase. You may get problems with more people joining star-priced tourneys (shucks), but it won't be as nearly as a big headache as star-crafting.
Opinion: If CC planned anything more useful for the Star System, then go with (A). If not, then CC would have to figure out how to (1) control the supply of various stars from the crafters and (2) constantly change the rules so that surpluses and shortages aren't created.
(A) = easy path
(B) = headache
(C) = lol
(D) = headache
(E) = uncertain of costs to implement, but the people will like it since the exchanges are mutually beneficial. CC also retains control over stars.
(Another alternative is to let people use stars to make bets).