I'm sure this issue has come up for a lot of GMs. I've got a player with a cornucopia machine, with some grand ambitions, and I'd like to discuss the proper in-setting rationale for why anyone with these devices hasn't assembled a personal utopia.
He's opted to take advantage of the rather powerful 60x time multiplier in simulspace to do blueprint design, and is consequently able to churn out even Expensive level blueprints in under a real time day in any area he has relevant design skills. This right away seems rather problematic, because it really cheapens the whole problem of limited blueprint availability, but I can't really come up with any mechanical or in-game obstacle to this. I'm not doing anything about it at this time, except for requiring a simulspace subscription and access to the larger mesh to use it.
Secondly, he seems to believe that he can use the DCM to manufacture anything he has blueprints for at no cost. This one definitely sounds wrong to me, as I don't think nanofabrication is supposed to be able to turn anything into anything. Special input materials will be called for oftentimes, so the solution I'm thinking of is requiring input materials one cost category lower than the item itself. Still, this is a rather powerful ability -- in particular he wants to be able to manufacture a variety of synthmorphs for his use. I'm still not sure if I'm happy with it.
How have other GMs handled this issue?
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How to put the breaks on excessive nano-fabrication?
Mon, 2010-02-01 13:32
#1
How to put the breaks on excessive nano-fabrication?
+1 r-Rep , +1 @-rep


+1 r-Rep , +1 @-rep


+1 r-Rep , +1 @-rep


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