Warning, long
Firstly, I really like this system, and think it has bags of potential. It’s very close to excellent right now, and with a few tweaks I think it can get there.
I’ve levelled Fabrication and Engineering, and there’s a very big difference between them in ease and speed of levelling, and in terms of economic impact.
Firstly, some terminology. “Minimal DC” is the term I will use for the lowest possible level of a recipe - assuming the recipe, and all its sub-recipes, are made of materials that have +0 levels. “Level 1 DC” is the term I will use for the same recipe made with entirely level 1 materials. At crafting level X a character can craft recipes with DC X+4.
Engineering has blasters, which require only metal, and have two components - a barrel and a core. A rifle takes 3 metal for each. So for a total of 6 metal and 3 crafting steps, you can make a blaster rifle that sells for 97g. The core is level 3 and the barrel is level 2, and the rifle has 3 base levels (so the minimal DC for a rifle is 8, and the level 1 DC is 14. Between making the components and making rifles, therefore, you can push the envelope of your crafting for the first 10 Engineering levels… and then can start making Blaster Rifle 1s that have +5 DC, meaning with an adjustment in material you can keep grinding out max level recipes.
Level 1 metal is also the most available component. There are lots of veldite deposits, and each mined ore yields 6 ingots when a level ~10 engineer is refining it. So an engineer, building rifles out of veldite, can get masses of resources for minimal gathering time, and bulk produce rifles that sell for a reasonable sum. The combination of (a) only using one resource type, (b) it being the most plentiful resource type, and © needing only a few resources per recipe makes engineering very strong.
Contrast with fabrication. The fabrication build tree is fairly complex, but most recipes use a combination of the following.
- Construction Parts - these have a minimum DC of 2 and require 4 metal.
- Computing Modules - these have a minimum DC of 3 and require 3 electronics
- Small Structure - these have a minimum DC of 3 and require 3 metal, 1 fiberplast and 1 organic.
- Medium Structure - these have a minimum DC of 8 and require a small structure, 3 metal and 1 organic.
The best recipe for grinding, therefore, is medium structures - closely corresponding to blaster rifles. Both require 6 metal, but the structure also needs 2 organic and 1 fiberplast. That’s 50% additional components, bringing the level 1 DC up to 17, and up to 3 different types - much much harder to gather. In addition, mynock meat is fairly scarce, so a fabricator has to use a lot of wood as the organic material, which means heavier dependency on scrap metal (comparatively scarce compared to refined velite) to keep the DC down until you reach Fabricator 13+, further slowing production.
Medium structures also don’t sell for anything. The next easiest thing to do with them is to make silos. Silos have a minimum DC of 12, and require a medium structure and 2x construction parts. This means they have a total of 17 ingredients - 14 metal, 2 organic and 1 fiberplast. The level 1 DC is therefore 29. Grinding them, therefore, requires a very large amount of scrap metal.
Silos still don’t sell for anything, so while the engineer is getting rich off his grinding, the fabricator isn’t making any money at all.
IMO I think both engineering is too easy and fabricating is too hard. I’d like to see rifles (and pistols) require a stock, say, made from organic material, to at least add some resource diversity to the engineering grind.
Fabricating is a bit tougher, since it’s very reasonable that big structures require more ingredients! But the scaling effect, as shown by the difference in level 1 DCs between a blaster rifle and a basic silo, is brutal on crafting. My recommendation is to back the level of construction components to 0 and make them require 2 metal not 4. That would (e.g.) change the minimum DC of a silo to 8, and the level 1 DC to 21 - a much more reasonable range, though still not easy.
The other effect of this would be on base building. Right now you need the following structures in a base.
- Small control tower. Min DC 30, requires 19 metal, 9 electronics, 3 power cores (bought not crafted), 1 fiberplast and 1 organic.
- Small building. Min DC 25, requires 27 metal, 3 power cores (bought not crafted), 1 fiberplast and 1 organic.
- Basic resource drill. Min DC 28, requires 33 metal, 3 organic, 1 fiberplast.
The proposed change above would make all of these achievable and open up base building to more reasonable fabrication scores. With construction parts at 0 base level and 2 metal:
- Small control tower. Min DC 14, requires 11 metal, 9 electronics, 3 power cores (bought not crafted), 1 fiberplast and 1 organic.
- Small building. Min DC 8, requires 15 metal, 3 power cores (bought not crafted), 1 fiberplast and 1 organic.
- Basic resource drill. Min DC 16, requires 21 metal, 3 organic, 1 fiberplast.
That seems much more reasonable, and means that at level 10 Fabricator you can start building a base and actually being useful. Right now I’m level 17 fabricator and still 9 levels away from being able to make a control tower!