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Scav Improvements
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Taco said:
since it seems work is being done on fixing ammo on the loot adn reward tables. I only have a couple of suggestions I can think of at the moment.

I recently made 100 mech, and repaired a bunch of engines and weapons. the sad part was probably half or more were beyond repair, below 85%.

for <<scav>> I think we should be able to break down equipment in town like the others do in camps. this would make it easier to repair things with more parts.

also, gear that is broken down in camps and yields electronic parts, maybe we can substitute electronic parts for car parts. things like v8s and GGs.

Taco


There is the silly issue that a chassis destroyed in the field yields mor car parts and scrap than one dismantled by a competent mech in town.

we could also do with a use for EPs and plastics.... i would suggest that repairing certain complex items should require EPs.
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Posted Jun 10, 2015, 8:56 am Last edited Jun 10, 2015, 12:22 pm by goat starer
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EPs and Plastics are only used by camps in production of weapons, engines and chassis, but have no real use in Scav. What it be too farfetched in Scav to have and use a highly skilled mech, 200+, 250+, 300+ or even higher... that they would have the ability to take a beat up 4L engine, and with the proper amount of EPs (and CPs and Scrap), they could rebuild it into a 3.2L V8??

This would not be a function with a click of the button, presto... a new engine. This would need to be a tasking chore and drawn out similar to how items are built in camp. 1, 2 ... 4?? weeks as an example, with the mech required to stay in the town where it is being rebuilt.

Things like this would create value to items that are currently worthless in Scav. It would also give players incentive to collect and trade materials, but most importantly, giving them reasons to continue mech training beyond 100+.
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Posted Jun 10, 2015, 5:27 pm Last edited Jun 10, 2015, 5:32 pm by *The X Man*
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*The X Man* said:
EPs and Plastics are only used by camps in production of weapons, engines and chassis, but have no real use in Scav. What it be too farfetched in Scav to have and use a highly skilled mech, 200+, 250+, 300+ or even higher... that they would have the ability to take a beat up 4L engine, and with the proper amount of EPs (and CPs and Scrap), they could rebuild it into a 3.2L V8??

This would not be a function with a click of the button, presto... a new engine. This would need to be a tasking chore and drawn out similar to how items are built in camp. 1, 2 ... 4?? weeks as an example, with the mech required to stay in the town where it is being rebuilt.

Things like this would create value to items that are currently worthless in Scav. It would also give players incentive to collect and trade materials, but most importantly, giving them reasons to continue mech training beyond 100+.


1.  I could see boring it out to a 5L.  But if a 5L is a v6, I imagine a 4L is a v6, and will not be convertible to a v8.

2.  I think EP and plastics should be used for repair.  I don't think scavs should be able to manufacture unless Scavs are moved out of towns into a camp like environment where they have to maintain mechs for max CR and be cognizant of lockup space.  And manufacturing should exist as both an opt-in communal activity or as a lone garage activity to increase the choices players make.  Opt-in to get higher MR but have to share or make your own stuff.

3. I suggested in my thread a reason to go higher.  Based on what I suggested, an FE would require a 200 mech to fix the chassis and add B armor and a 250-300mech  to add A armor.
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Posted Jun 10, 2015, 6:02 pm
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I'm not sure it really works to make the chassis need higher mech skill... And the 0. 50. 100 spit for C. A. B. Armour works for me. I think we just need to scale the repairs of weapons and engines more in line with the full range of mech skill. My sadly deceased 350 mech was no more use than my current 130 mech.

I quite like the modification thing. If not that car parts and eps allow to reengineer something then simply that you can use eps and plastics like chrome to repair Perma damage and upgrade kit. As eps are mind bogglingly rare without the ability to break down kit I can't see this as being game breaking.

Sufficiently high mech + x eps + y plastics = upgrade or Perma repair
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Posted Jun 10, 2015, 7:02 pm
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goat starer said:
I'm not sure it really works to make the chassis need higher mech skill... And the 0. 50.  100  spit for C. A. B. Armour works for me. I think we just need to scale the repairs of weapons and engines more in line with the full range of mech skill. My sadly deceased 350 mech was no more use than my current 130 mech.

I quite like the modification thing. If not that car parts and eps allow to reengineer something then simply that you can use eps and plastics like chrome to repair Perma damage and upgrade kit. As eps are mind bogglingly rare without the ability to break down kit I can't see this as being game breaking.

Sufficiently high mech + x eps + y plastics = upgrade or Perma repair


Yep- what he said!  :D
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Posted Jun 10, 2015, 7:33 pm
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I would hate to see SCAV mechs nerfed too much- as they are SOOOOOO much harder to train up than in normal, where you can grind them out in 'safe' scouts, stick them on CHR training, and spec up in a couple of weeks.
My top mech in SCAV took literally months to get to 100+, and was at least my 4th attempt. I actually once lost a 95 mech in SCAV and was very nearly actually close to tears!
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Posted Jun 10, 2015, 7:39 pm
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*Brunwulf* said:
I would hate to see SCAV mechs nerfed too much- as they are SOOOOOO much harder to train up than in normal, where you can grind them out in 'safe' scouts, stick them on CHR training, and spec up in a couple of weeks.
My top mech in SCAV took literally months to get to 100+, and was at least my 4th attempt. I actually once lost a 95 mech in SCAV and was very nearly actually close to tears!


You should try losing a 350 mech with 22 specs
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Posted Jun 10, 2015, 8:48 pm
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That would be disastrous! Bruns's dogs would need to be placed into K9 Witness Protection Program! :p



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Posted Jun 10, 2015, 9:11 pm Last edited Jun 10, 2015, 9:11 pm by *The X Man*
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*The X Man* said:
That would be disastrous! Bruns's dogs would need to be placed into K9 Witness Protection Program!  :p





HAHAHAHA- LOL- luckiliy the dog was out on walkies when it happened! I didn't even lose another mouse!
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Posted Jun 10, 2015, 10:16 pm
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X-man,
Something that we can all agree on is that more attention on the current state of Scav is a good thing. There has been an influx of new players, and with it there seems to be more interest in scav.

I'll agree that what appears to be the most difficult part of becoming established is the ammunition. (MG is really the only ammo that comes up fairly frequently in events.)

Training mechs are very difficult. You only get points if you demolish a car, and in scav you are doing your best to not wreck it. On perhaps a positive note in this, I like that it causes players to collaborate in their craft skills as well as trading. Not sure if there might be other balancing that we haven't thought of.
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Posted Jun 11, 2015, 3:20 am
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i still think the ammo issue is really easy to solve if you have traders drop the odd unusual clip. I have piles of GG, CR and RL ammo and would happily swap many clips for a single car cannon / hgg / mortar / tg clip.

even very rare drops of these would give newer players a valuable trade commodity with older players.

it would be worth giving some consideration to trade items. what do experienced players need that newer players could get and trade?
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Posted Jun 11, 2015, 8:54 am
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Just a couple ideas of things for Scav that already exist in DW. This also means it should be much easier and hopefully less work for Sam to implement any suggestion that get unanimous support and approval from the Scav community.

Enable Hero Points for Scav. When earned, these can be redeemed for single unit items like fuel, medicine, EPs or uncommon ammo types. This creates yet another avenue to be able obtain some of the harder to find items.

I have noticed assassination missions, which I plan to do, but no transport missions. I suggest these involve hauling goods like fuel, ammo, meds, etc. and payment for a successful delivery earns you a % of items transported. Town rep goes up or down based on the success of items transported too.
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Posted Jun 11, 2015, 7:00 pm Last edited Jun 11, 2015, 7:01 pm by *The X Man*
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*The X Man* said:


I have noticed assassination missions, which I plan to do, but no transport missions. I suggest these involve hauling goods like fuel, ammo, meds, etc. and payment for a successful delivery earns you a % of items transported. Town rep goes up or down based on the success of items transported too.


What a great idea! If only we had all thought of this 2 years ago, and had petitioned SAM about it many times!!!!!!!!
Sorry X MAN- you know I love you, but it's a little bit frustrating that things are only now being discussed in SCAV since the Game Manager has started Scavving!!!
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Posted Jun 11, 2015, 7:50 pm
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*Brunwulf* said:
*The X Man* said:


I have noticed assassination missions, which I plan to do, but no transport missions. I suggest these involve hauling goods like fuel, ammo, meds, etc. and payment for a successful delivery earns you a % of items transported. Town rep goes up or down based on the success of items transported too.


What a great idea! If only we had all thought of this 2 years ago, and had petitioned SAM about it many times!!!!!!!!
Sorry X MAN- you know I love you, but it's a little bit frustrating that things are only now being discussed in SCAV since the Game Manager has started Scavving!!!



lol.... i suppose we should be somewhat pleased that for the most part he is coming up with the same things we thiought about years ago  :cyclops:

just to be clear though... hero points are already active in scav.. you redeem them for town favours (random items  normaly food fuel or water). if you are suggesting that that list gets increased, a choice is added and that sufficiently high quanitities of hero points can be redeemed for some ammo etc then it is a good idea.
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Posted Jun 11, 2015, 8:46 pm
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Like I told you all before, Scav has been neglected be many, including myself. It has similarities of Morgan a couple of years ago where no one would go there because of the difficulty and lack of player support. You all see where Morgan is now?? My goal is to help Scav in the same manner.

I am sure I will recommend or suggest other ideas you guys have already come up with. And as Goat said, at least we are on the same page.

I am just about a month into Scav and most of the game play is to replenish inventory like food, water, ammo. etc. I try to think outside that box for things that make you want to play vs things you have to do to play. Thats what will enhance the Scav experience.

I am glad Goat pointed out HPs are available in Scav. Maybe I just haven't received any bounties to see them pop up?? And yes, HPs should have to be earned in quantity to have value. Unlike in normie mode where you get the one lucky kill on a nicknamed NPC and then the rare loot vault doors open and shower you with goodies. (Never liked that part). Items to be available and HP amounts you need to earn to use them should be discussed further.
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Posted Jun 11, 2015, 10:33 pm
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Back when I was playing scav more, there were transport missions for food ant other stuff. Not sure why they are not there now.

Also, you should be able to get hero points. In SS, it is probably still only for PVP. I have gotten HP for killing merch BH. I have fuel in FL, but have never gotten any guys there yet.

I believe fame is adjusted based on transport missions, not sure about rep though.
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Posted Jun 11, 2015, 11:00 pm
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I have both transport and courier missions available with decent water and fuel rewards.
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Posted Jun 11, 2015, 11:11 pm
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Do the narrative mission reward you with Scav goodies instead of the cash that some offer? Also, do you still get those nice training bumps that a few of them have too??
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Posted Jun 12, 2015, 12:09 am
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I think the narrative missions reward you with cash, which you don't get. but they also reward you with training and goodies, which you do get. Been a while but i am pretty positive there is no substitute for cash rewards.

Kind of the same way there is no scav reward for setting a track record. I usually wince when it says 20K reward for fastest time. Those hurt.
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Posted Jun 12, 2015, 4:34 am
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*The X Man* said:
Do the narrative mission reward you with Scav goodies instead of the cash that some offer? Also, do you still get those nice training bumps that a few of them have too??


they give you the special rewards... so i have picked up a HFOJ, mortar and other goodies through them. The cash rewards should be substituted for appropriate things
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Posted Jun 12, 2015, 11:06 am
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