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Last year while discussing a bunch of big things that might happen in Cogmind's overhaul, the use of Fabricators came up and Pimski, among others, had some interesting ideas and summary in the relevant forum thread. Since then I've thought about it off and on, but never really came up with a compelling solution for what I agree with is an area that could use improvement. Well the topic has been sitting in the Beta 11 list as something to still look at more seriously, and yesterday I reviewed the "cartridge" concept but didn't feel that would quite be the best way to approach this. Still no good alternatives though so after spending some time writing notes to distill what was really going on here and what kind of direction we might prefer, I went to sleep.

This morning at 5 AM I woke up and all of the following just started popped into my head, so I got up to write it down and I think I like it. So here it is, in pure Kyzrati note form, the idea for something that could partially replace the fabrication system to achieve some desirable goals...

Anyway, I haven't started working on this yet, and this is the first draft so I'd definitely want to see what I think of it later and make adjustments if necessary, but it's good to let stuff like this sit for a bit and I thought I'd share it here in the meantime :)

("acquisition" in particular wasn't yet considered very much, as that's less important than the underlying system itself)

Note that Patreon seems to reencode images instead of maintaining their original size, so I've also attached a copy to this post.

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Comments

Kenzurith

What if instead of pulling matter from a distribution network, fabricators had a matter depository? Heavy builds can carry more matter while fast builds can gather and deposit matter incrementally, which will mean hacking recyclers or engaging in combat. Thematically it makes sense that the interactable fabricators are more "lightweight" while megafabricators and such pull from a distribution network.

Kenzurith

You would probably need to adjust fabrication matter costs for balance, but I like the idea of having more uses for matter.

Spruce

generally a bit wary of change, but welcoming to new ideas - I've found fabricators are the place where hackware really shines - and sometimes might be the reason i head to certain branches (to know i'll have some good schematics for backup parts even if my inventory gets blown off on the return trip :P) I've always found the lockout system to be quite vague, though I could just not be trying out the right thing. Recycling doesn't offer any gameplay boons like destroying machines in certain other branches, does it? It always made sense to me that affecting something in Recycling should increase the matter stores of fabs later on, either utilizing it against the complex itself or some gameplay reason for blowing things up.

Kyzrati

Oh no, wary of change?! Do I have something to tell you about Beta 11... ;) At the moment hackware is actually a bit *too* good in general, though it's quite likely that if it's no longer as useful for fabrication then there could actually be other concession added for it (I have a few ideas in mind, but nothing confirmed). At the same time, I agree about the "rebuild potential even if you lose your inventory," which would be another thing to consider here (the list has become much longer since I originally shared these notes...) if these authchip things end up *also* requiring inventory themselves unlike hackware which could be easier to keep around/attached in that case (or more easily acquired later on?). Anyway, a lot of the analyses people have been sharing so far with regard to fabrication changes are quite hypothetical because with such a central system (and still somewhat short on details) it's very hard to predict the true results of changes. All worth noting, but it's likely that any effects simply need to be experienced to see what really happens. Your comment on being "a reason to head to certain branches" would still stand true with an authchip system, since that would be where you'd still want to get both schematics and probably easier access to better chips. I am wondering whether maybe we could combine the new system with the old and still allow good hackers to fab without chips (increased difficulty, however), and just add chips as an *alternative* options for builds that aren't using hackware, or even hackers who just want to sometimes have guaranteed fabs, I dunno :P Either way, there probably needs to be more of a controlled cap on fabrication. Recycling has nothing to do with fabrication. It was initially added as a way to skip depths, and there's sometimes a larger event to encounter there, but now it's mainly waiting for something else big that has yet to be added.