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Spare morphs: Cash or CP?

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DataPacRat DataPacRat's picture
Spare morphs: Cash or CP?
Having skimmed Gatecrashing's gearlist, I rather like the Spare morph; it's very close to what I've been planning to use for a few ideas. However, I'm realizing that I'm a little confused at how much it costs to buy it. There's an explicit CP cost of 5, which is clear enough. However, buying it with cash, as a Moderate($1k) item, would only seem to cost the equivalent of 1 CP - even buying a cortical stack (which the default Spare is missing) only brings the cost up to $2k/2 CP. So... as a reasonably points-conscious fellow, even if not a munchkin, why should I pay 5 CP instead of 1 or 2 to have such an extra body to keep in the luggage in case of emergencies? (And feel free to assume a similar question for the cost of any other second-bodies a PC wants to acquire.)
Thank you for your time,
CodeBreaker CodeBreaker's picture
Re: Spare morphs: Cash or CP?
At character creation, all morphs cost CP. It was added to the Errata for a very good reason, to stop being buying things like Furies for a fraction of their normal cost. To not apply that rule universally just provokes problems. At what point do you not use CP?
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Axel the Chimeric Axel the Chimeric's picture
Re: Spare morphs: Cash or CP?
Just buy a few robots, a few ghostrider modules, and a few radio range boosters. For 5 CP, you could get six servitors fitted with a ghostrider module and radio range boosters, and still have 500 credits left over. Then, if you're ever in danger, just download into one of the other robots. Great for if you're out Gatecrashing, especially if you leave nodes wherever you go: Body damaged? Just download yourself into one of your boxed spares back by the gate while leaving the other one to fight for you while you dial back home. The game's systems are open to all kinds of optimization, frankly. The CP system is borked for bodies like that. If you don't like that in your game, your best bet is to not change the rules but just talk to anyone who appears to have that sort of optimization in mind and inform them that it's not what you had planned for the game, but, even then, I recommend doing so if, and only if, they're doing it for munchkin reasons. If it fits the character, and won't throw game balance, why not?
Rasumichin Rasumichin's picture
Re: Spare morphs: Cash or CP?
Depending on the campaign, i wouldn't suggest spending too many points on starting morphs anyway. If you travel by egocast a lot, your customized morphs might be on the other end of the solar system (or the edge of the milky way, if you go gatecrashing) instead of where you need them. Always appeared smarter to me to invest as much as possible in the ego and in high rep scores to find and modify a morph for the mission at hand. If a player wanted to get a spare, i'd suggest to wait with that till the game has started.
Axel the Chimeric Axel the Chimeric's picture
Re: Spare morphs: Cash or CP?
A good idea in the "don't invest in a morph" strategy is to give players a baseline amount of spare CP to be spent purely on a morph (say, 20-50 range) and modifications for it. Gear, in turn, is provided on a mission-by-mission basis, though software and blueprints can be bought and kept across missions. This keeps players fairly even and prevents them from getting too attached to their morph; it's not like they spent anything on it, after all, so giving it up or dying isn't THAT big of a deal by comparison.