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DW: Scavenger
FireFly
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*sam* said:
FireFly said:

In DW:Scavenger, will we be able to "Repair" equipment like we are right now, or is a 85% MG going to stay an 85% mg until you loot a fresh one?

I hope for the latter myself  :)



I haven't decided. I think goat's suggestion was that some repairs would be possible provided you had your own mechanics and sufficient spare parts. Don't forget, if you take into account increased perma-damage, then repair won't be as effective as it is now.
Well, goat's probably hit the bullseye with that one, as long as everyone just cant repair everything to 90% as soon as they get it I'm happy.

To put it in other words, I think that getting "Great loot" should equal to a 90% or above condition HMG in this mode of play, and that no gun should be repaired above 80% or something along those lines...

If I understand right most guns the AI use will be down to that level anyway, so it sounds fair that players should have an equally ####ty time repairing their guns...

Simplified, the standard perma for all gear lies around 20%, "Good loot" starts out with 0 - 10% perma on it  B)
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Posted Jul 15, 2011, 7:48 pm Last edited Jul 15, 2011, 7:49 pm by FireFly
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I'm not overly concerned with details until I've wandered into this thing and seen its initial design. Just posting here to say that as long as the destruction of my current gang isn't a requirement for participation, I will be all over scavenger mode. Sounds like a frustratingly brilliant concept all-around.
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Posted Jul 15, 2011, 7:53 pm
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I'd like to see the return of the desert tank and blaster to the wild. :D
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Posted Jul 15, 2011, 8:29 pm
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Make armor really expensive to, so we would frequently see underarmored players and AI vehicles alike...

*FLASH*

MAKE ARMOR A COMMODITY!!!
No really, any destroyed points of armor can be taken of dead vehicles or maybe they get added next to the scrap metal, either way any armor stripped off a looted vehicle gets added as a commodity.

Not only does this mean that bigger vehicles like apaches become tougher to armor but this also means that we now have this commodity, armor, that everybody needs.

This might just make armor the most valuable item in the game. And maybe, just maybe skilled mechanics could produce armor from scrap metal...
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Posted Jul 15, 2011, 9:43 pm Last edited Jul 15, 2011, 9:45 pm by FireFly
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FireFly said:
Make armor really expensive to, so we would frequently see underarmored players and AI vehicles alike...

*FLASH*

MAKE ARMOR A COMMODITY!!!
No really, any destroyed points of armor can be taken of dead vehicles or maybe they get added next to the scrap metal, either way any armor stripped off a looted vehicle gets added as a commodity.

Not only does this mean that bigger vehicles like apaches become tougher to armor but this also means that we now have this commodity, armor, that everybody needs.

This might just make armor the most valuable item in the game. And maybe, just maybe skilled mechanics could produce armor from scrap metal...



scrap metal is already used for making armor in camps, and i'm guessing in town too, your saying have the "processed" scraps be traded on the town market as B armor, A armor?

but i hope if you scrape off armor off loot cars there would be a significant loss in the transfer to the market, maybe your good mecs can help with that given time, meaning it's not instantaneous, but wonder if the mec has to be unavailable for scouts while this is going on.

but this "ready made" armor would have the advantage of what? faster/instant rearmoring?

come to think of it all armor should be default C grade
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Posted Jul 15, 2011, 10:22 pm Last edited Jul 15, 2011, 10:28 pm by *Tinker*
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*Tinker* said:
FireFly said:
Make armor really expensive to, so we would frequently see underarmored players and AI vehicles alike...

*FLASH*

MAKE ARMOR A COMMODITY!!!
No really, any destroyed points of armor can be taken of dead vehicles or maybe they get added next to the scrap metal, either way any armor stripped off a looted vehicle gets added as a commodity.

Not only does this mean that bigger vehicles like apaches become tougher to armor but this also means that we now have this commodity, armor, that everybody needs.

This might just make armor the most valuable item in the game. And maybe, just maybe skilled mechanics could produce armor from scrap metal...



interesting, scrap metal is already used for making armor in camps, your saying have the "processed" scraps be traded on the town market as armor,

but i hope if you scrape off armor off loot cars there would be a significant loss in the transfer to the market, maybe your good mecs can help with that given time, meaning it's not instantaneous, but wonder if the mec has to be unavailable for scouts while this is going on
Well tínker, if this applies you have to remember that you have to loot armor just to be able to repair your own vehicles, or have mechs enough to convert looted scrap metal into armor...

Otherwise, have fun hunting with pedestrians  ;)


... is it just me that is starting to think that, given this mode has no money, you might need a restart button?
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Posted Jul 15, 2011, 10:27 pm
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I get what your saying,

and would be nice if you got the option to really break down cars to more appropriate returns, unlike what you now get in camps
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Posted Jul 15, 2011, 10:34 pm
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There's always town events -- and town events shouldn't be removed from scavenger, they should just pay in something other than cash.

The game story was originally based around the deathsports after all. It's a shame to see how scouting has swallowed it so badly. Especially with solo scouting.
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Posted Jul 15, 2011, 10:39 pm
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Risk vs Rewards sere...

Compeditive Deathracing is suicide, even to veterans, compared to scouting :)

The gains are also like comparing sonics to fire engines :rolleyes:
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Posted Jul 15, 2011, 10:53 pm
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JeeTeeOh said:
I'm not overly concerned with details until I've wandered into this thing and seen its initial design. Just posting here to say that as long as the destruction of my current gang isn't a requirement for participation, I will be all over scavenger mode. Sounds like a frustratingly brilliant concept all-around.


Same here
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Posted Jul 16, 2011, 3:02 am
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yeah kinda the same here, I want to stick my 2 cents in too though :p.

I made a suggestion at one point that all eqipmeent would be good or average health at 50%. Good loot is 75% theres no such thing as 100% unless you have one guru mech that can machine and weld to save his life.

Do damaged chassis limit the amount of armour that can be used, or just make it hard to drive?
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Posted Jul 16, 2011, 4:45 am
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Bastille said:
Do damaged chassis limit the amount of armour that can be used, or just make it hard to drive?
Pretty sure it weakens the average armor strenght, although I'd prefer the version you are suggesting  :)
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Posted Jul 16, 2011, 5:29 am
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Bastille said:
yeah kinda the same here, I want to stick my 2 cents in too though :p.

I made a suggestion at one point that all eqipmeent would be good or average health at 50%. Good loot is 75% theres no such thing as 100% unless you have one guru mech that can machine and weld to save his life.

Do damaged chassis limit the amount of armour that can be used, or just make it hard to drive?


A damaged chassis affects overall vehicle performance. A 100% example vehicle with 100 armor points will be affected as such: Chassis at 90% will mean that total armor would now be 90, each side only being 90% effective. Speed would be reduced 90% as well. Not sure how handling is affected.
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Posted Jul 16, 2011, 6:01 am
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Crazy AL said:
Bastille said:
yeah kinda the same here, I want to stick my 2 cents in too though :p.

I made a suggestion at one point that all eqipmeent would be good or average health at 50%. Good loot is 75% theres no such thing as 100% unless you have one guru mech that can machine and weld to save his life.

Do damaged chassis limit the amount of armour that can be used, or just make it hard to drive?


A damaged chassis affects overall vehicle performance. A 100% example vehicle with 100 armor points will be affected as such: Chassis at 90% will mean that total armor would now be 90, each side only being 90% effective. Speed would be reduced 90% as well. Not sure how handling is affected.


and travel range is also reduced, idk by how much 10% maybe?
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Posted Jul 16, 2011, 8:35 am
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Been thinkin. Rather than permadamage, I'd like to see each event cause damage to each component/engine/chassis used... with it all being repairable from scrap metal etc salvaged from scouting. But here's the kicker: Have it so that lower percentages are cheaper to repair than the higher percentages in scrap metal cost. So it might be fairly trivial to get that HMG or Moray to 85% but to get it to 100% might mean you can only maintain a few of them.

Of course, with the way damage works now, not really viable.. but I can dream.
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Posted Jul 16, 2011, 8:55 am
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Serephe said:
Been thinkin. Rather than permadamage, I'd like to see each event cause damage to each component/engine/chassis used... with it all being repairable from scrap metal etc salvaged from scouting. But here's the kicker: Have it so that lower percentages are cheaper to repair than the higher percentages in scrap metal cost. So it might be fairly trivial to get that HMG or Moray to 85% but to get it to 100% might mean you can only maintain a few of them.

If you consider 1 scrap metal unit can be used to fix some damage, the following formula : (100 - damages)/100 will change how much damage 1 unit of scrap metal can fix.
It means it will require more and more units of scrap metal to fix 1% of an item regarding damage state.
This is something very basic, I'm not a math guy. :)
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Posted Jul 16, 2011, 9:09 am
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There's some interesting ideas how, so I'll throw in my meagre input too ...

ARMOUR
It would be good if armour was a commodity too, and could be removed from loot vehicles, but I'm not convinced basic armouring needs any degree of mech ability. It is essentially just sheet metal that can be cut off by a monkey with an angle grinder. It would be bulky though.
I personally am not a mechanic, but given enough sheet scrap metal and some welding gear I reckon I could armour up my car. Making that armour lightweight though would definitely involve some skill. So as someone said, maybe C armour is the default and doesn't need any skill to make. A or B requires increasing levels of ability though.

TWO-GANGS
I think it would definitely defeat the point if people could just convert their existing gang to DW:Scavenger mode, because then there would be a large number of highly skilled scavengers ... gangers who may well not have been able to get to that level if they'd started from day 0 in that mode. Additionally being able to switch your single gang between the two modes is even more of a game breaker.
Combined with the fact that people would like to keep their existing gang, and dabble with scavenger, it would seem to make sense to allow a second scavenger gang to be played.
As for how you stop people from transferring cars/weapons/etc between gangs, maybe it is just as simple as not being possible to transfer between scav and non-scav gangs.
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Posted Jul 16, 2011, 10:08 am
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Maybe we could limit scavenger gangs to real low numbers, to encourage group scav scouts. :)
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Posted Jul 16, 2011, 10:09 am
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Greetings,

I just would like to say that i fail to understand why the scavenger(s) can't manipulate money and be part of the economy.

Also, why the mode must be a separate so called "hardcore" mode instead of being just more depth in the in game.
Since, those wanting a real hardcore have the latitude to refrain themselves wherever they want at any level of the gameplay.

Regards,
Diezel.
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Posted Jul 16, 2011, 11:21 am
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Diezel  said:
Greetings,

I just would like to say that i fail to understand why the scavenger(s) can't manipulate money and be part of the economy.


To make the game more challenging for them, mostly.

Diezel  said:

Also, why the mode must be a separate so called "hardcore" mode instead of being just more depth in the in game.
Since, those wanting a real hardcore have the latitude to refrain themselves wherever they want at any level of the gameplay.


Human nature doesn't really work that way. Most people need the game to enforce rules for them. Also because this is a multiplayer game, part of the attraction is other people knowing how well you have progressed within known rules
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Posted Jul 16, 2011, 11:55 am
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