The eternal paradox of Eclipse Phase seems to be the statement that death is obsolete and you can just get a new body if you die is then contradicted with "new bodies are rare". Has this ever been explained or properly addressed? The game seems to assume the premise that you'll be changing bodies constantly, which couldn't really be done if morphs are rare, but later on it says that each morph has to "move" thousands of units in other places. So which is it? What makes morphs rare or inaccessible?
I see what's being done with the "morph points" system, but it seems a little bit too... gamey? I mean what makes a Remade seven times more expensive than a Splicer, and infinitely more expensive than a flat?
Is it that remade are genuinely take seven times the resources to make than a Splicer? Is it really that flats are both free and available in unlimited quantity?
I don't really believe either makes that much sense. Much of the problems with acquiring a body is simply the time it takes to make it. Which should imply that Synths are far more easy to acquire than biomorphs, which isn't really the case with the Morph Points system or the Availability system.
I don't feel that the current system accurately reflects the cost it takes to make a biomorph over other options, nor the simplicity and easy-of-access that a synth should have. If anything their strengths and weaknesses should be well known and reflected in the crunch, which they currently aren't.
>>A way that they could be resolved is by making a morph semi-permanent in some respect, either by reducing the access threshold (and possibly making your "default" body more easy to acquire as desired).
Now of course, it'd come down to "how does one get semi-permanent bodies in Eclipse Phase" when one farcasts on a semi-regular basis. Few solutions are based on the different types of sleeves:
Synthmorphs (and to a lesser extent Pods) could be built from a blueprint that is attached to the character's Ego/Infomorph, and thus could be assembled in a couple hours if a model is not already on hand. So if the players have the option to "buy" a blueprint for a certain type of synth, they'd have pretty easy access to any synth they purchase so long as the Hab has a working Cornucopia Machine and the Synth is not restricted.
Of course, there should still be a cost to dying, but that's more in the equivalent of the resources needed to remake the morph, as opposed to buying one sans-blueprint where you are paying a lump sum to the intellectual property tithe to whomever controls the right to print the morphs here.
Much of this can be applied to a Pod, which were intended to be grown and assembled fairly quickly, and unlike a Biomorph.
Now as for a Biomorph, it's a bit more of a conundrum for them, as Biomorphs aren't something you can print in a Cornucopia Machine within 24 hours. One solution is more or less the equivalent of a "Morph License" which states that the individual has acquired the necessary 'rights' to use that morph's template. While it'd possibly be limited by availability and restrictions, one way to get around it is to use the Splicer or other morph as a basic template, which is then modified to whatever configuration the license specifies (restrictions apply, of course). The setting kind of glosses over it a bit, as with bodies being rare one would imagine that it'd be easier to re-purpose an existing morph that can be easily created without much fuss and then retroactively augmented to spec. That, could at least feasibly be accomplished within a certain amount of time comparable to printing a complicated Synthmorph, assuming that none of the existing configurations are already pre-existing. Of course they'd still need to pay for the resources that it took to make the morph, but again much of the cost of a morph would be the expensive and elaborate levels of research needed to formulate the morph in the first place.
Of course, I could see how this has issues for certain morphs that are effectively "special order" and in those cases, sure, they might be quite difficult to get a hold of. But as I understand it, the Brain is the thing that takes the longest to properly develop in Biomorphs, so being able to retool existing bodies I'd imagine makes a hell of a lot more sense.
Though I'm not the developer so I don't know all the considerations that go into this. As we saw with 1e morph costs were largely a trap, and I get that the developers want to get away from players getting attached to their body but I'm not quite sure that this is much better a solution either.
Morph traits are effectively pointless in the current system, morphs don't really have unique stats anymore with the new pool system, and it seems to be a little too... simple? In a way it reminds me of D&D 4e and while I don't like games to be overly complex I like when they make sense.
The idea that one can "own" a blueprint of their body that has all their morph's quirks (both positive and negative) would make morph traits actually worth getting within the current system, and also give the opportunity for characters to be something other than a faceless individual as they could actually have a body they could use more often than not by modifying an existing morph to spec or by printing off a new one if it's a Synth or Pod.
Though this is all in my opinion, what do the other forum-goers think of this?