Update 160511: The new fabrication system has been implemented for the next release (Alpha 9), and I've posted a full overview on the blog. Many of the ideas were discussed in this thread--thanks to everyone who participated!Update 160608:
Alpha 9 is ready!
Plans have been in motion to improve all the non-terminal interactive machines, as seen with the Recycling Unit in Alpha 7.
I'm not sure that Fabricators will be next, but we started a discussion on them
here, and we've both passed the point where there is enough information to make informed decisions, and are nearing the point where changes to this system will be extra meaningful to the game given the new content (for example, schematics available for parts you can't even otherwise find).
First, a little background on fabrication's role in the design.
Cogmind is obviously a game about adapting to the situation. Even after you find some useful individual parts, or gather exactly what you need for a highly effective build, sooner or later it's likely that circumstances will turn against you and you'll lose something important (if not more than that
). Moreover, you may also have an idea for a build but simply haven't come across one of the better parts it needs.
Enter fabrication.
The idea is that a limited number of times during a run, you'll be able to use fabrication to supplement a missing piece or two in a build, or just get something extra special out of it. Important considerations:
- The system shouldn't be tedious (like it is now).
- Fabrication conditions should be neither too difficult nor too easy to satisfy.
- Fabrication cannot be obviously superior in every situation, a real danger with a system where you can always get what you want. The benefits cannot always outweigh the costs.
So what does the current fabrication process involve? (base list courtesy of Shobalk)
- Acquire a schematic. (Terminals, Scanalyzers.)
- Acquire a container and fill it with matter. (Found, Workers.)
- Find a fabricator of high enough rating to build the schematic. (Found, Terminals.)
- Hack to load the schematic. (May fail.)
- Hack to start the build process. (May fail.)
- Wait for the build process to complete.
It's not often worthwhile to do all these things (and even if it is, it's not much fun).
The original purpose behind the large number of restrictions was to counteract the old hacking system: Prior to the
hacking overhaul, it was theoretically possible to hack forever until you got what you wanted. Now that traces can no longer be reset, unless you're an extremely good hacker, a single machine/Fabricator can only be used so many times.
Note:
I don't intend for every Cogmind to be great at fabrication! That's another part of the balance equation here--it doesn't have to work equally well for everyone. In that sense requiring two separate Fabricator hacks is okay (the first has a high static chance, while the second is dependent on the part), and Terminals can be fairly reliable sources for schematics. Hackers, or at least part-time hackers with a little bit of hackware (or those who just luck out), should be able to make some use of fabrication, while others don't necessarily have that option.
To me the most annoying restriction is the level restriction on schematics, so I want to remove that entirely. It's very opaque and complicated, and there is a much better approach to differentiating Fabricators of different ratings: Time. Any Fabricator should be able to build anything if you have the schematic (and matter), it simply takes longer at lower-rated machines. So the schematic data will show XXX/YYY/ZZZ, indicating the time required at each of the three Fabricators, where higher levels are more difficult to hack, as expected, but can finish your schematic much more quickly, further rewarding anyone capable of actually hacking those. (Side note: The lifting of all level restrictions should also apply to Repair Stations and Scanalyzers as well, for the same reasons.)
Time as a restriction has the advantage of already having a cost associated with it, in the form of Programmer dispatches and increasing security level from confrontations, and is therefore tightly coupled with the rest of the game's mechanics.
I'll probably further reduce the difficulty of the schematic loading hack (right now the base chance is 70%).
To facilitate the waiting period for a build to finish, I'll be implementing a new command, Alt-w (or shift-RMB on the machine), to wait as long as necessary to finish.
To recap, here's a summary of player opinions expressed in the other thread:
- Happylisk: remove containers, reduce hacks from two to one, keep time requirement
- Decker: remove containers, remove time requirement, add some other limitation on fabricator use
- Shobalk: get rid of level restriction, reduce hacks from two to one, keep containers, keep time requirement
- Sherlockkat: remove time requirement, scale matter costs by item rarity and consume the containers (indirectly reintroduces time requirement)
I'm not yet decided on whether to remove the matter container requirement. I think it's probably best to implement these changes in stages anyway, to see how the results of the ones mentioned above play out before taking further actions, but I wouldn't be against that one if it's necessary.
Consuming containers is quite an interesting idea, though technically you can fabricate more containers as necessary
And besides, I think a time requirement is important to the whole system, and an auto-wait feature resolves any negative effects of that.
That's the extent of my notes on this topic for now. If you have anything to add (or want to change your positions ), go ahead and continue the discussion here!
"Oh yeah, and Robots!"Throughout this post I've been talking purely about fabrication of parts, ignoring the other important half of the system that enables you to build friends. I do eventually want building robots to be a thing, but it's secondary to part fabrication, as it's not as difficult to balance given the obvious impact on the security level looming over you in that case
. Whatever changes are made to part fabrication will also be applied there, along with perhaps further tweaks if necessary because it's robots instead of parts. They're less important for this discussion.