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proposal to change field mech training
Krakhedd
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It has always seemed to me that the idea only one mechanic gains skill after a combat, is a bit....off.  Especially in the Wilderness, under the ever-present inherent threats posed, every able-bodied crew present should be working on trying to jury rig engines, and stripping loots down.  So, everybody is working, and should be gaining skill, as a consequence.

What I propose as a fix, is really quite simple.  At the end of every combat, for every say 30 or 40 CR of destroyed loots, 1 mech skill is awarded, and then evenly divided among all the able-bodied (above 0%) gangers on the winning side.

Additionally, as there is absolutely zero observable skill gain from stripping loots, (argue w/ me all you want; go observe the #s, and you'll find, every time, that all skill gains, including scout skill, are awarded once combat ends and you hit the loot screen), I wonder if this formula could make for a quick & easy way to implement gains from stripping.  I don't know that changing tires is really a mechanical challenge though, so I'd suggest leaving out any tire replacement.

For cappers, I know it would be nice to defer their gains to other gangers, but if they're doing the work, then they're eating a piece of the pie, even though they won't actually gain any skill past their cap.
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vet wv raceL1 pvp3 paintball9,2,9

Posted Jan 5, 2017, 7:22 am Last edited Jan 5, 2017, 7:22 am by Krakhedd
Krakhedd
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To clarify/cite an example:

Using 30 CR per 1 mech skill, assume I engage in a combat, and blow up exactly 300 CR worth of NPC cars. I enter the combat with four crew, and they all make it out alive.

So, 300 CR of cars, divided by 30, is 10 total mech skill. Then divide that by 4, and each one gets a 2.5 skill increase.

Additionally, I wonder if that number should be modified by their training form for mech?
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vet wv raceL1 pvp3 paintball9,2,9

Posted Jan 6, 2017, 4:25 am
Danterran
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I like the concept.

If there were a large population in the game I would argue Krak's initial numbers might be too generous and would make it too easy for your gang to raise mech skill points such that you could easily get a medium or large camp running with much less effort which reduces the impetus for collaborative gameplay. Even a small camp could easily achieve the high-end items if the whole gang is gaining mechanic skill constantly. But, that's not really a valid issue at this stage, right? And Krakhedd's numbers might have been intended to illustrate the formula rather than suggest the true numbers that should be used.

It would solve the frustration I feel when I am training a new mechanic and forget to specifically designate him on the scout and it defaults to 'best available' and I feel like I wasted the scout (at least from the mechanic training perspective).

At the very least, I would like to see any ganger actively training in mechanic or perhaps at least the person designated as the mechanic for that scout (despite my tendency to forget) to get richer rewards for stripping/jury rigging 16 cars. Sometimes with a return encounter I'm stripping 20+ cars and getting one meager point of skill gain. Seems a little on the stingy side. Especially since I might come back with 12 points of gunnery skill gains but only 1 ganger gaining in mechanic. I've gotten 10 scouting points just running from BL to Firelight. So again, mechanic skill gains do seem on the stingy side.
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vet wv sssc ped2 race1 elmsautumn e2g northernsummer gwped raceL1 paintball deathrce1 combat1 pvp5 pvp4 semiprocombat gwextrav pvp20,1,0

Posted Jan 6, 2017, 10:13 pm
Krakhedd
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So, you'd like 1.25 points?

Just curious, as it's unclear how much you expect, when you say 2.5 is too much, and 1 is too little! ;)
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vet wv raceL1 pvp3 paintball9,2,9

Posted Jan 14, 2017, 8:07 am Last edited Jan 14, 2017, 8:07 am by Krakhedd
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The trick to raising mechanic skill is to know what actions actually contribute to the gain. The only thing that measurably increases mech skill from scouting is when your mechanic attempts to jury rig broken engines, you do not gain appreciable skills from stripping cars in any number that I have been able to verify. If you want to rapidly increase a Ganges mech skill shoot all enemies until their engine breaks and no more, I have seen gains as much as 5 in Somerset doing this from a single scout, more down South. There is no real need to modify this game mechanic, since careful execution will give you plenty of skill.
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vet wv zom pvp5 pvp2

Posted Jan 16, 2017, 6:42 pm
Krakhedd
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Aye, I appreciate the input, I know all of this already though!! This is really more about *EVERYBODY* save for maybe a few sentries/lookouts, would be working on stripping cars.

My proposal would actually largely reduce the per-ganger mechanic skill gains from combat (except in cases where there is a massive amount of enemy CR, and fewer player gangers involved in the combat, or fewer player gangers make it through the combat conscious/alive).

This is really about the common sense that everybody would be lending a hand stripping & rigging vehicles after a successful engagement, so the squad can return to its point of origin (town/camp) or continue on its journey (travel).
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vet wv raceL1 pvp3 paintball9,2,9

Posted Jan 23, 2017, 11:21 pm Last edited Jan 23, 2017, 11:22 pm by Krakhedd
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