RoSoDude
Arcane
- Joined
- Oct 1, 2016
- Messages
- 727
I thought about reintroducing limited fabrication licenses in CORE BALANCE but I don't think it's a particularly efficient way of curbing fabrication abuse. Notably, you'd have to hand place a lot more licenses or add them to container/enemy loot tables to make it reasonable, and in that case the relative distribution of licenses becomes a real problem. You have to predict how many shotgun shells, pistol bullets, nullwave grenades, Neuromods etc. a player is likely to craft relative to one another (which should vary based on playstyle as well), and then associate those weights to the rarity in the loot table for each container type based on their relative distribution in the world. Very messy and inelegant.
Instead, the much more straightforward method of solving these issues is just reducing material yield (which I would have had scale with difficulty in an ideal world). With halved material yield, the loot you find in the world becomes much more important, and character progression from the mid to late stages of the game is quite a bit decelerated, requiring more specialization. In my last run using this setup, I had a spread of Neuromod skills equating to less than half of the trees filled out, vs a solid 4/6 completed trees in the vanilla game (which could have been more if I had really tried to farm). Combined with reduced ammo found in the world and the removal of free Operator restoration, your choices about what to fabricate become a lot more important, and you can genuinely find yourself near 0 on each resource type fairly easily.
Instead, the much more straightforward method of solving these issues is just reducing material yield (which I would have had scale with difficulty in an ideal world). With halved material yield, the loot you find in the world becomes much more important, and character progression from the mid to late stages of the game is quite a bit decelerated, requiring more specialization. In my last run using this setup, I had a spread of Neuromod skills equating to less than half of the trees filled out, vs a solid 4/6 completed trees in the vanilla game (which could have been more if I had really tried to farm). Combined with reduced ammo found in the world and the removal of free Operator restoration, your choices about what to fabricate become a lot more important, and you can genuinely find yourself near 0 on each resource type fairly easily.