Autofabricators are the 3d printers of Elite Dangerous. They are a commodity. (as was pointed out in the Engineers sub-forum)
They do allow an in-game lore for 3D construction. As much as I share many commanders views this is something we just have to deal-with.
So even if the ship launched fighter bays are auto-fabricators, lets say they are specialised fabricators that can only be tuned into one blueprint at a time.
This would also include Stations that only have specialised fabricators to create certain ships types as well.
Materials still need to be in stock and the fabricators need to be the right size dock-yards to allow for construction.
The same goes for stocks of modules. (it would explain why modules aren't bought/sold in the commodities).
It all depends on the quality, size of the Fabricators capacity.
(happy? oh you mean this explains insta-ship and module transfer??? errr....hey look at that very distracting thing over there!!!!)
Could we then not have a hanger bay - Autofabricator module for the construction of limpets?
and maybe even deep space planetary scanning limpet, so a mother ship can send of half a dozen and wait for the report, whilst constructing more - instead of flying round the system?
Synthesis as of yet, has the in-game lore of magic fairy dust. It requires no space and poops out what ever, ammo, repairs, fsd injections. Magic!
But not create Heat-sinks and limpets. Is this a size thing?
Well it's due to nefarious gamers who would abuse such system such as stealth builds creating an endless supply of heat-sinks mid-combat (I didn't think of that).
So, as per solution on the suggestions page I made (but I wanted to gain more public feedback, sorry mods for the duplication).
Give our ships another extra "hidden" module, like the planetary landing suite.
An auto fabricator
Fabricators require Materials and energy over time.
just like the big ship-yard versions.
This would allow Devs, Designers & QA some gameplay and in-lore wiggle room to buff / nerf any item for their needs.
(Materials + energy) * over time!
We can have heat-sinks via fabricating Synthesis.
Fabricators require energy when they build., maybe they even give off heat(?)
Currently to limit an item to something like a Heat-sinks in the current system we would be required to find some exotic materials (the current threshold bar to limit creatiion).
However in this new version the fabricators would takes their sweet time, meaning it required energy from the SYStems (as well as some slightly more common supply of material).
So mid combat, four pips to SYS, to drive a fabricator for x amount of time is undesirable.
but for an explorer, chilling in the depths of space? They got all the time in the galaxy to replenish their heat sinks.
Where as crafting ammo, doesn't require that long a build time and not as much energy.
Boom - we just introduced an extra layer to crafting, without destroying the current set up, and added some new wrinkles.
And we've achieved a game-balancing crafting mechanic that doesn't depend on RNG grind........
Sandro gets to make some more graphs, there is in-game lore to support this stuff, and gamey reasons to nerf/buff some items.
Heck, maybe if they want to upgrade our in-ship fabricators, with faster, heat efficient, energy efficient but heavier versions.....sure.
They do allow an in-game lore for 3D construction. As much as I share many commanders views this is something we just have to deal-with.
So even if the ship launched fighter bays are auto-fabricators, lets say they are specialised fabricators that can only be tuned into one blueprint at a time.
This would also include Stations that only have specialised fabricators to create certain ships types as well.
Materials still need to be in stock and the fabricators need to be the right size dock-yards to allow for construction.
The same goes for stocks of modules. (it would explain why modules aren't bought/sold in the commodities).
It all depends on the quality, size of the Fabricators capacity.
(happy? oh you mean this explains insta-ship and module transfer??? errr....hey look at that very distracting thing over there!!!!)
Could we then not have a hanger bay - Autofabricator module for the construction of limpets?
and maybe even deep space planetary scanning limpet, so a mother ship can send of half a dozen and wait for the report, whilst constructing more - instead of flying round the system?
Synthesis as of yet, has the in-game lore of magic fairy dust. It requires no space and poops out what ever, ammo, repairs, fsd injections. Magic!
But not create Heat-sinks and limpets. Is this a size thing?
Well it's due to nefarious gamers who would abuse such system such as stealth builds creating an endless supply of heat-sinks mid-combat (I didn't think of that).
So, as per solution on the suggestions page I made (but I wanted to gain more public feedback, sorry mods for the duplication).
Give our ships another extra "hidden" module, like the planetary landing suite.
An auto fabricator
Fabricators require Materials and energy over time.
just like the big ship-yard versions.
This would allow Devs, Designers & QA some gameplay and in-lore wiggle room to buff / nerf any item for their needs.
(Materials + energy) * over time!
We can have heat-sinks via fabricating Synthesis.
Fabricators require energy when they build., maybe they even give off heat(?)
Currently to limit an item to something like a Heat-sinks in the current system we would be required to find some exotic materials (the current threshold bar to limit creatiion).
However in this new version the fabricators would takes their sweet time, meaning it required energy from the SYStems (as well as some slightly more common supply of material).
So mid combat, four pips to SYS, to drive a fabricator for x amount of time is undesirable.
but for an explorer, chilling in the depths of space? They got all the time in the galaxy to replenish their heat sinks.
Where as crafting ammo, doesn't require that long a build time and not as much energy.
Boom - we just introduced an extra layer to crafting, without destroying the current set up, and added some new wrinkles.
And we've achieved a game-balancing crafting mechanic that doesn't depend on RNG grind........
Sandro gets to make some more graphs, there is in-game lore to support this stuff, and gamey reasons to nerf/buff some items.
Heck, maybe if they want to upgrade our in-ship fabricators, with faster, heat efficient, energy efficient but heavier versions.....sure.
Last edited: