agentwigggles
Cosmic Mongoose
ship compotents, unless stated eleswhise are the TL of the shipIf this is so, then shouldn't We know what size and TL the Fabricator is? What is the "default" Fabricator for the Workshop as it is priced now?
ship compotents, unless stated eleswhise are the TL of the shipIf this is so, then shouldn't We know what size and TL the Fabricator is? What is the "default" Fabricator for the Workshop as it is priced now?
Right, but none of the Fabricators are TL-12. Your choices are 10 and 13. People keep getting on My case when I use components at TLs other than they are listed as in the book, saying that lower TL ships cannot have higher TL components. Example, a TL-12 ship with a TL-13 Fabricator.ship compotents, unless stated eleswhise are the TL of the ship
Maybe that means no fabricator at all unless their ship is a higher tech level or they pay to get a custom one.Right, but none of the Fabricators are TL-12. Your choices are 10 and 13. People keep getting on My case when I use components at TLs other than they are listed as in the book, saying that lower TL ships cannot have higher TL components. Example, a TL-12 ship with a TL-13 Fabricator.
That would seem kind of lame and again, it entirely removes your ability to "hotrod" your ship. If a TL-10 Fabricator exists, a TL-11 Fabricator should also exist. In My world, they do, but in the rules, I am not so sure. It is one of the reasons I threw out the rules for Refits. You cannot supe up your ship because you cannot put a bigger motor in it. Customization of ships is something that I have found that almost all of My players want to do over time.Maybe that means no fabricator at all unless their ship is a higher tech level or they pay to get a custom one.
Not all parts are the same TL. A TL-12 ship has aspects that are of a lower tech level, just not higher. Otherwise, a TL-12 ship couldn't have civilian sensors, as they are TL-9. Even military grade sensors are TL-10. A TL-12 ship should be able to have a tech level 10 fabricator, but not higher following the same logic.That would seem kind of lame and again, it entirely removes your ability to "hotrod" your ship. If a TL-10 Fabricator exists, a TL-11 Fabricator should also exist. In My world, they do, but in the rules, I am not so sure. It is one of the reasons I threw out the rules for Refits. You cannot supe up your ship because you cannot put a bigger motor in it. Customization of ships is something that I have found that almost all of My players want to do over time.
Sensors use the TL of the ship, not the TL of the sensors. As far as I am aware, anyhow.Not all parts are the same TL. A TL-12 ship has aspects that are of a lower tech level, just not higher. Otherwise, a TL-12 ship couldn't have civilian sensors, as they are TL-9. Even military grade sensors are TL-10. A TL-12 ship should be able to have a tech level 10 fabricator, but not higher following the same logic.
Since a retooling of sensors (or other things) that are functional at lower tech levels would literally add nothing and cost money, my opinion is that the higher tech levels ships would use them as is. Others can do as they think best, but this seems to be the easiest way of dealing with that kind of thing.Sensors use the TL of the ship, not the TL of the sensors. As far as I am aware, anyhow.
Also, a TL-10 Fabricator on a TL-12 ship would be next to useless, since it could only produce items to a maximum TL of 8. That is pre-interstellar.
A TL 12 fabricator has the same capabilities as a TL-10 one, but is 20% cheaper, 20% smaller, or 10% of each. (IMU.)Right, but none of the Fabricators are TL-12. Your choices are 10 and 13. People keep getting on My case when I use components at TLs other than they are listed as in the book, saying that lower TL ships cannot have higher TL components. Example, a TL-12 ship with a TL-13 Fabricator.
I have house-ruled this in My games. I use TL of the Sensors as the minimum TL for them. I use the TL of the ship vs the TL of the sensors to determine the difficulty. I have also house-ruled that you can have higher TL equipment in a lower TL ship. Again, this allows players to "hotrod" their ships. Just like you can hot rod a '39 Ford with a modern engine, power brakes, and power steering. Not sure why you'd want power brakes or power steering on a '39 Ford, but you can do it. TL of the hull doesn't change after construction, but everything onboard can be upgraded TL-wise. Like a TL-12 ship with TL-15 civilian sensors, or a TL-12 ship with an M-9 Drive as a refit.Since a retooling of sensors (or other things) that are functional at lower tech levels would literally add nothing and cost money, my opinion is that the higher tech levels ships would use them as is. Others can do as they think best, but this seems to be the easiest way of dealing with that kind of thing.
As far as the fabricator, I didn't say it would be all that useful, just that they could have it.
It better have coffee or the deal is off!A TL 12 fabricator has the same capabilities as a TL-10 one, but is 20% cheaper, 20% smaller, or 10% of each. (IMU.)
A workbench is the same TL as the ship and requires parts of that TL (IMU). It will assist in making/repairing parts of the same TL as your ship, but NOTHING else.
Look what I started. Me and My dumb coffee question... lolIt better have coffee or the deal is off!
The tl breaks for equipment is when their is a moderate difference.Right, but none of the Fabricators are TL-12. Your choices are 10 and 13. People keep getting on My case when I use components at TLs other than they are listed as in the book, saying that lower TL ships cannot have higher TL components. Example, a TL-12 ship with a TL-13 Fabricator.
I had a question about Fabrication Chambers, but ended up having to make up some houserules to cover the situations was asking about. The thread, with the relevant house rules, is https://forum.mongoosepublishing.com/threads/questions-about-fabrication-chambers.124097/. Sorry, it got kind of off-topic there. I hope that some of it is useful to you.That would seem kind of lame and again, it entirely removes your ability to "hotrod" your ship. If a TL-10 Fabricator exists, a TL-11 Fabricator should also exist. In My world, they do, but in the rules, I am not so sure. It is one of the reasons I threw out the rules for Refits. You cannot supe up your ship because you cannot put a bigger motor in it. Customization of ships is something that I have found that almost all of My players want to do over time.
That is how I run it, but I have not actually seen that in the rules. Where can I find that?The tl breaks for equipment is when their is a moderate difference.
It's a TL12 version of a TL10 fabber.
Mechanically it's just a tl10 fabber
ICly it's a bit nicer and better than an actual tl10 fabber.
Also, this doesn't tell us the size of the Fabricator.ship compotents, unless stated eleswhise are the TL of the ship
A 32-slot fabricator (48 cubic liters) could make something the size of a Droyne. That might be too much. Not sure. The next size down is 16 slots (24 cubic liters) and could make something the size of a dog. Then one could go smaller. I suppose the real question to ask is what size best fits the need.Also, this doesn't tell us the size of the Fabricator.
Size isn't limited that way. The Fabricator cost is per Slot produced, a TL-13 Enhanced Fabricator that can build a 1.5cl (1 Slot) object is 50,000Cr. Its total size is 3cl (2 SLots)A 32-slot fabricator (48 cubic liters) could make something the size of a Droyne. That might be too much. Not sure. The next size down is 16 slots (24 cubic liters) and could make something the size of a dog. Then one could go smaller. I suppose the real question to ask is what size best fits the need.
Pretty sure its capacity. The fabrication chambers are mostly enclosed, so there is a cap on what can be produced internallySize isn't limited that way. The Fabricator cost is per Slot produced, a TL-13 Enhanced Fabricator that can build a 1.5cl (1 Slot) object is 50,000Cr. Its total size is 3cl (2 SLots)