Darkwind
List For Goat

*Brunwulf*


Posted May 20, 2013, 6:58 pm
OKay- SAM has told Goat that he will look at things- which is brilliant.

There have been some AWESOME ideas thrown around esp by Crispin and Boon.

However, I think we have to be a bit realistic and accept that SAM isn't going to spend days re-writing loads of code for us 10 Scavvers (and I don't really blame him)

So lets put a small list of minor changes together that we can put to Goat to be our Scav spokesman to SAM.

I will start with:

1) Courier Missions. Standard payment of 1 fuel for every mission.

2) VERY Slight tweaking of town event prizes, so that most of the food events are changed to maybe 1 random ammo for 1st place ONLY from a list of MMG, CR, HMG, RL, MML,

That's it from me-

Scav is brutally hard (and that's why I love it) but I am slowly, slowly- making progress- and If I can- then anyone can!
I DEFINATELY don't ever want to end up being able to scout 10 times a day with CCs - I have Normal DW for that- and it now bores me silly.

Gizmet


Posted May 20, 2013, 7:24 pm
Sent mine to goat via pm two weeks ago. But here is what I sent him.
1. Courier missions. (scav as the bad guy would be fun)
2. Some way to increase my mech without going on scouts only.
3. If 2 is not possible, then higher starting mech.
4. If 2 or 3 not possible the ability to repair from the start, like norms can do.
5. The ability to choose my winnings in town events. Or more useful prizes for scav.

-Gizmet


*Boonwolf*


Posted May 20, 2013, 7:39 pm
In my PM to goat I spoke of town event prizes. To sum it up it was like this:
SS=less food and 20 bulk weapon ammo.
EF=Water and 30 bulk weapon ammo.
GW/BL random all classes of ammo and goods low payout.
SF= N/A weapons scraps and such.
TX= gas never water.
FL= ped guns and ammo and rocket reloads.

In my view this should give us a reason to spread acros the land for a purpose other than initial scout skilling.
*goat starer*


Posted May 20, 2013, 9:18 pm
i have put them all in one list and am looking at duplicates.

knowing what i know some of the suggestions are over complicated.... a few have been argued against.

lets start with this one..

courier missions - is there any reason why players cant hit the iron mongers when they want to hit traders thereby keeping rep up with the civs and getting courier missions? Some people are very opposed to making courier missions easier to get. I dont think we will get consensus on this.

2.

jarkkos suggestion around mechs is brilliant but over complicated. think mech progression needs to be simpler... any ideas?

3.

prizes - seems simple... more variation and fewer useless items. boons idea to make prizes regional is interesting.. and would lead to player created courier missions i am sure. I would remove town events but that is not a poplar view so we will go with the majority.

4.

trader loot - traders should carry a mix of goods... not 300 water. some ammo.. some damaged weapons.. some bulk goods... some mail... medicines etc. Any objection?

5.

hero points should always give either a) weapons you cant get in game smoke, oil, rb etc or b) ammo you cant get much of in game... cc hcr atg etc. hero points in the southern towns should give some of the things you cant get in scav such as the osprey chassis (but only for LOTS of them

6. use of bulk goods... more complicated repairs should require plastics and electronic parts

7. gizmet suggested the mech bonus.. i personally dont like that. we already rain in event 1.5x faster than normal. i have a 200 mech and have hardly been caning the game.

there are lots more but lets kill each other over those for a few minutes first.


For sam to do this we cant have the main game bitching and hung polls... lets try to find things we can actually agree on.

*goat starer*


Posted May 21, 2013, 8:59 pm
if nobody replies i will assume you all agree ;)
*Brunwulf*


Posted May 21, 2013, 9:03 pm
goat starer said:
if nobody replies i will assume you all agree  ;)


I agree with all points- except courier missions.

I would like Scav gangs to be able to advertise for courier missions. 1 can of fuel as standard payment.

This is what i want above all else- and if it is not put forward I will cry and wail, and throw all my toys out of my pram!  :o
*goat starer*


Posted May 21, 2013, 9:21 pm
Brunwulf said:
goat starer said:
if nobody replies i will assume you all agree  ;)


I agree with all points- except courier missions.

I would like Scav gangs to be able to advertise for courier missions. 1 can of fuel as standard payment.

This is what i want above all else- and if it is not put forward I will cry and wail, and throw all my toys out of my pram!  :o


ah... i hadn't understood that.... thought you wanted stock missions

I would suggest payment should be multiples of fuel if you go further?
*Brunwulf*


Posted May 21, 2013, 10:00 pm
No- courier missions- whatever the bulk that you take, to whatever the destination- you just get 1 can of fuel.

This would help with rep re-building, and also scouter training.

1 can of fuel as a standard payment would mean that you can do courier missions in the north, for scouter training- but if you want to travel further south you would need to use your own fuel stocks.



*goat starer*


Posted May 21, 2013, 10:42 pm
the payment would have to exceed the outlay or it make no sense in the game.

i would suggest a fuel plus basic ammo type thing
*Boonwolf*


Posted May 21, 2013, 10:43 pm
Section 7
I don't think mech bonus is needed. I do however feel we should be able to Atempt to fix items under skill 100. Say mech is 50 you have a 25% chance to repair 25% to damage item more and 50% chance to not change damage to item with loss of repair goods.
*goat starer*


Posted May 21, 2013, 10:50 pm
Boonwolf said:
Section 7
I don't think mech bonus is needed.  I do however feel we should be able to Atempt to fix  items under skill 100. Say mech is 50 you have a 25% chance to repair 25% to damage item more and 50% chance to not change damage to item with loss of repair goods.


interesting.... but i would make the risk bigger than reward
*Boonwolf*


Posted May 22, 2013, 1:02 am
goat starer said:
Boonwolf said:
Section 7
I don't think mech bonus is needed.  I do however feel we should be able to Atempt to fix  items under skill 100. Say mech is 50 you have a 25% chance to repair 25% to damage item more and 50% chance to not change damage to item with loss of repair goods.


interesting.... but i would make the risk bigger than reward

50% you trashed your 90% gun greed sucks salvaged 50% of materials
25% it may not shoot better but it looks damn cool all materials used
25% it now works like it's fresh out of the box

Would this be more to goats liking?

*Brunwulf*


Posted May 22, 2013, 12:44 pm
goat starer said:
Brunwulf said:
goat starer said:
if nobody replies i will assume you all agree  ;)


I agree with all points- except courier missions.

I would like Scav gangs to be able to advertise for courier missions. 1 can of fuel as standard payment.

This is what i want above all else- and if it is not put forward I will cry and wail, and throw all my toys out of my pram!  :o


ah... i hadn't understood that.... thought you wanted stock missions

I would suggest payment should be multiples of fuel if you go further?


Sorry, I should have explained that by 'Courier Missions' I am meaning the ones in Normal DW where you choose your own bulk and destination.

Therefore, with this option, we would not only be able to repair rep, but MORE omportantly have a purpose to travel around- while training scouter skill (which trains sooooooooo slowly just by regular scouting)

I would like to stress again that I don't want too many changes to the ammo situation.
After all- it's called Scav for a reason.
I am nearly out of MMG ammo- but I just aquired some FT ammo. So now I need to scout with Flamethrowers.
That's the whole point of Scav isn't it?
I am certainly no gaming god- so if I can make my way (slowly) in Scav - anyone can.
It's supposed to be HARD. The risks are high and the rewards are small.
That's why I love it- and I don't want abundance of ammo and resources.



*goat starer*


Posted May 22, 2013, 6:59 pm
yeah.. for me its about fixing anomolies not making it easier

thats why my prioritiies are really....

to stop looting a lorry meaning you don't have to worry about food for a whole year

to make hero points give you very small amounts of stuff you cant get in game so as to fix the 'missing' weapons issue
Gizmet


Posted May 22, 2013, 9:13 pm
I agree with Brun and Goat, don't want to make it easier, but it would be nice to be able to ATTEMPT to scout.

I can't scout at all unless I WIN an ANC (which if the computer would not run into me head on at full steam I might be able to do...:) ) and then I have to hope the vehicle that makes it out of the ANC is in decent shape.

Why? because I have no ammo, so I can't shoot while in the ANC just so I can scrap the weapon for ammo.

OR, I have to wait around for days/weeks for an event that has MG or MMG ammo as a prize.

Basically what I am asking for is more ammo events or some other way to get them. I have enough food to feed my gang for a year.

As far as the Mechanic thing goes I would like to be able to ATTEMPT to repair my stuff, I am sitting on 2 or 3 4L 70% or worse engines I can't do anything with, 2 or 3 MMGs at about 50% or worse (no ammo) and no way to repair them or scrap them for anything other than ammo. So, since I don't get charged storage fees I am hanging onto them IF I ever do get my Mech on a scout, and survive, to increase his skill.

I am not looking to make the game easier, but PLAYABLE would be nice. As of right now scav, for me at least, is not playable. I will keep hammering away and eventually make it I am sure, but it is so frustrating right now that after the last couple days (losing two vehicles, 2 gangers dead, and three of my best gangers out of action for atleast two weeks due to rad poisoning and broken bones.)I will most likely not play my scav gang for several weeks.

-Gizmet
*goat starer*


Posted May 22, 2013, 9:43 pm
i have always thought the solution to that is being able to ped scout and meet, typically, one car in pretty poor condition
*StCrispin*
ce.services.mh@gmail.com

Posted May 22, 2013, 9:52 pm
goat starer said:
courier missions - is there any reason why players cant hit the iron mongers when they want to hit traders thereby keeping rep up with the civs and getting courier missions? Some people are very opposed to making courier missions easier to get. I dont think we will get consensus on this.


So whats the big issue with "User defined Courier missions"?

We already HAVE courier missions but they are imbicillic.

RECENT corier missions I have been offered:

---Haul 898 Bulk to Morgan for 10 Pistol ammo
-
---Take a passenger to Sarsfield for 3 cans of water
-
---Haul 1321 Bulk to Firelight for 10 Smokescreen ammo


We already have server defined courier missions.  So obviously the issue isnt the ability to GET them.  The issue is THEY DONT FIT!  I have 51 space in my runner Pho.  around 100 and a little more in my PU.  But none of the missions are that small.  I want to be able to get something that FITS.

We arent adding anything, just making it logical.  Plus can something big enough to haul 898 bulk even go to Morgan even in Normie?

it isnt "Courier Missions" being asked for.  it is the "User Defined Bulk" portion of whats already part of Normie.  And I dont care about REP.  I dont need REP.  I will NEVER hit a Merchant.  Nor will I need to.  IT ISNT ABOUT REP.

Its about towns who have nothing to sell us, not needing anything brought to them.  Obviously they arent needy, they are just vindictive hate fill greedy jerks with infinite supplies of foor, water, fuel, cars, parts, who are intentionally depriving us of those things.  They sure dont need our help running goods around unless it is 898 bulk to Morgan
*StCrispin*
ce.services.mh@gmail.com

Posted May 22, 2013, 10:00 pm
Brunwulf said:
goat starer said:
if nobody replies i will assume you all agree  ;)


I agree with all points- except courier missions.

I would like Scav gangs to be able to advertise for courier missions. 1 can of fuel as standard payment.

This is what i want above all else- and if it is not put forward I will cry and wail, and throw all my toys out of my pram!  :o


I disagree with the 1 can of fuel idea.  It isnt for REP.  Its for STUFF and for a reason to travel.

I think 3 to 5 magazines of some useful ammo is more realistic.  ---  I have managed to find ONE mission since I re-started playing scav.  51 Bulk to Emls for 3 MMG ammo.  That didnt seem bad and it was a game generated mission so it was obviously not considered too "good" or it wouldnt have been within the game parameters

But it should be 1 Mission per run.  not "Im gonna put 8 missions 5 bulk each in my 40 space car"  It should be 1 squad, 1 mission.
*StCrispin*
ce.services.mh@gmail.com

Posted May 22, 2013, 10:05 pm
goat starer said:
i have always thought the solution to that is being able to ped scout and meet, typically, one car in pretty poor condition


Agreed.  Personally I'd love this.  IF we had weapons to do it with like rifles and crossbows from the start.  Or SMGs.  maybe recruitment needs changed so it isnt Pistol and Shatgon but a smaller % have rifle crossbow (maybe 1 in 20)or a 1% of them hav an SMG or RPG
*Boonwolf*


Posted May 22, 2013, 11:27 pm
StCrispin said:
goat starer said:
i have always thought the solution to that is being able to ped scout and meet, typically, one car in pretty poor condition


Agreed.  Personally I'd love this.  IF we had weapons to do it with like rifles and crossbows from the start.  Or SMGs.  maybe recruitment needs changed so it isnt Pistol and Shatgon but a smaller % have rifle crossbow (maybe 1 in 20)or a 1% of them hav an SMG or RPG

Ped Scout for loot piles 1-5mi spawn some bugs or with luck a crappy car after 5-15 turns. If crew is out to lond or to often get hit of rad sickness.    For this to work loot piles need to be fixed to many times I have had people told to loot but only do for 1 turn and stop.

I looted a SMG from loot piles befor
Gizmet


Posted May 23, 2013, 12:46 pm
That would be cool.

I have no car with ammo for the guns, lets go outside the gates there are plenty of piles of junk lying around in the sand. The mechanic is there, just let us be able to do ped only scouts and have the enemy be creatures, NPC gangers on foot, Player gangers on foot, or a badly beaten up vehicle. I would be ALL for that.

It makes sense too, especially since the loot piles are all over the maps and NEVER, or hardly ever, get looted because the event ends when everyone has demoed.

Heck, put some of those piles as loot. I mean if you think of it in a "Post Apocolyptic World" would you REALLY ignore the pile of scrap sitting a few feet from the vehicle you just scrapped? Don't think so.

-Gizmet
Blaer


Posted May 23, 2013, 7:27 pm
StCrispin said:

Agreed.  Personally I'd love this. IF we had weapons to do it with like rifles and crossbows from the start.  Or SMGs.  maybe recruitment needs changed so it isnt Pistol and Shatgon but a smaller % have rifle crossbow (maybe 1 in 20)or a 1% of them hav an SMG or RPG


I'm going to have to oppose this, due to the fact that people with 4 or less gangers can hire and fire indefinitely...

Also, as we're doin this more in the open, than in a message (so it seems to me) here is my 5 points...

Footsquad Missions! OMG, if we could run these, I'd trash my gang and start over.... (this would mean that there must be an easy way to at LEAST obtain guns and ammo for ped weapons.. even if it's shotgun and pistols only...)

Appropriate rewards for town events (if they MUST still exist) rather lose them except the ANC and THAT only play Player ONLY (like glads) ie. 3 cars min, and only the winner gets his car, the rest get squat

A better trading amongst players system

NO courier missions (it's complete Balls, seriously.... I attack traders, so CIVs don't like me, particularly traders, but don't worry, now that I've borked you up, NOW I'll go do your job instead of you! Don't you love me again?) like c'mon... that's just silly

More appropriate reactions... need more "town specific" responses.. you're based outta SS and you kill off all the SS traders? you're no longer allowed here, you ALWAYS get a return, and it's scaled UP because of the animosity...


Gizmet


Posted May 23, 2013, 8:56 pm
Quote:

Agreed.  Personally I'd love this. IF we had weapons to do it with like rifles and crossbows from the start.  Or SMGs.  maybe recruitment needs changed so it isnt Pistol and Shatgon but a smaller % have rifle crossbow (maybe 1 in 20)or a 1% of them hav an SMG or RPG

I'm going to have to oppose this, due to the fact that people with 4 or less gangers can hire and fire indefinitely...


I agree, plus I don't have a problem with shotguns, yeah short range, but ouch.  I have killed the scorpion bugs in one shot, so no issue there.

Quote:


Footsquad Missions! OMG, if we could run these, I'd trash my gang and start over.... (this would mean that there must be an easy way to at LEAST obtain guns and ammo for ped weapons.. even if it's shotgun and pistols only...)


Again I agree, I would love footsquad missions...LOVE this idea.

Quote:


Appropriate rewards for town events (if they MUST still exist) rather lose them except the ANC and THAT only play Player ONLY (like glads) ie. 3 cars min, and only the winner gets his car, the rest get squat


Kind of confused...you want the event to be only PvP with three cars? I can barely scrape one together nevermind two or three for a PvP event.  Not to mention I don't mind so much the events, keeps me playing the game when I cant find other gangs to roll with and stuff, just change the award system and I would be happy.

Quote:


A better trading amongst players system


How? Players trade what they FEEL is valuable or give it away to those players just starting.  Its up to them what they want I like it.  If I am desperate for MG ammo and I have what you want and you have what I want then we barter till neither of us is happy and thats a good trade....:)

Quote:


NO courier missions (it's complete Balls, seriously.... I attack traders, so CIVs don't like me, particularly traders, but don't worry, now that I've borked you up, NOW I'll go do your job instead of you! Don't you love me again?) like c'mon... that's just silly


I feel that we need to change courier missions for scav to be where the scav gangs ARE the ones that intercept and not the ones doing the transport...adds the "Mad Max" element to it...:)  The Normal gangs are the good guys and we are the bad...:)

Quote:

More appropriate reactions... need more "town specific" responses.. you're based outta SS and you kill off all the SS traders? you're no longer allowed here, you ALWAYS get a return, and it's scaled UP because of the animosity...


I don't look at it as we live in somerset or anything like that, I look at as we live in the area, and the "norms" can't find our cave.  We sneak in like "robin hood" and play in the event and escape after we are done...:)

My more than two cents...:)

-Gizmet
Blaer


Posted May 23, 2013, 11:58 pm
[quote]

Kind of confused...you want the event to be only PvP with three cars? I can barely scrape one together nevermind two or three for a PvP event. Not to mention I don't mind so much the events, keeps me playing the game when I cant find other gangs to roll with and stuff, just change the award system and I would be happy.

[quote]

ANC the vehicles are supplied, I just think the Players cleaning out NPCs and seeing who did the most NPC damage wins is low-no risk... not in harmony with scav flavour...

[b]A better trading amongst players system[/b] [/quote]

How? Players trade what they FEEL is valuable or give it away to those players just starting. Its up to them what they want I like it. If I am desperate for MG ammo and I have what you want and you have what I want then we barter till neither of us is happy and thats a good trade....:)

[quote]

I meant a better "system"... like an auction house, a trading posting system... IE I can put up 5 scrap for 1 MG ammo.. first to spot it and want it accepts it and the goods are transferred... allowing trades even while "offline" as it were...
*Boonwolf*


Posted May 24, 2013, 2:22 am
We need to keep it simple for Sam to do and drastic changes to the system now in place could jeopardize the more small tweaks most of us agree on.

And I see it as this
Bulk missions
Event prize tweaks ammo we can get a gun for
Wild drop tweaks no mega loads food water gas...
Ped scouting
Mech ability tweak
Adding of unused unseen weapons in some way

Correct me if I'm wrong
Boon
*StCrispin*
ce.services.mh@gmail.com

Posted May 24, 2013, 6:21 am
Gizmet said:

I don't have a problem with shotguns, yeah short range, but ouch.  I have killed the scorpion bugs in one shot, so no issue there.


You will have a problem trying to kill a fully armored car with one.

My post was in response to Goat's "meet a car" in ped scout to get cars idea.  Go out with your normal gang sometime with say, 3 cars with no guns and light armor to get a minimum pull.  fill it with 12 gangers (the approximate size of a maximum size Scav gang for most of us.  Arm them with pistols or shotguns or a mix.  with reloads.  (No multiple guns) because this is what you will have in the scav equivilent.  Then upon encounter, park, get out, and Ped fight those cars with Shotguns and Pistols and see how far you get.

Shotgun or pistol does 0 to 1 point armor damage.  If you Ped fight cars ALOT you will see a pattern.  Necro prob know better than me but it seems to me that the damage diagram looks like a 6 sided dice roll compared to a damage table. as below:

Shotgun
Roll /// Resulting Damage
1  ///  0
2  ///  0
3  ///  0
4  ///  0
5  ///  0
6  ///  1

Pistol
Roll /// Resulting Damage
1  ///  0
2  ///  0
3  ///  1
4  ///  1
5  ///  1
6  ///  1

Basically SHOTGUN will inflich 1 point damage for every 6 shots (expect maybe 1 point per reload) and PISTOL will fail to inflict damage 3 or 4 times per 12 round mag.

Not that I think this will end up implemented until ITR.  but for sake of the arguement thats where I am coming from on it.  at least Crossbows or rifles should be available in some manner to a scav if we were expected to Ped hunt for cars.

BLAER:  Yes the hire fire thing is unfortunate and would mean my "some chance to have X weapon" would end up exploited.  It was just an idea that seemed logical but that hire fire thing would have to be addressed if such a thing were considered for implementation
*StCrispin*
ce.services.mh@gmail.com

Posted May 24, 2013, 6:48 am
Blaer said:
NO courier missions (it's complete Balls, seriously.... I attack traders, so CIVs don't like me, particularly traders, but don't worry, now that I've borked you up, NOW I'll go do your job instead of you! Don't you love me again?) like c'mon... that's just silly


You are missing the whole point of a courier mission.  It isnt for Reputation.  Sure some people use it for reputation but thats not why most of us wan them

Besides they already exist.  You can haul 898 bulk to Morgan for 10 Pistol ammo.

What we (or I guess I should say I) would like to see implemented is User Defined Bulk and Destination.

1 Mission Per SQUAD.  NO taking 10 missions of 5 bulk in your 50 bulk Pho.  If they have 50 Bulk worth of mail that needs moved (or Narcotics or Fermented Meat or whatever it is) you CAN take just SOME of it if thats all the space you want to dedicate, but thats it: 1 package.  Unless the FULL mission isnt big enough for what you typed in for size.

real example:  I run a 140 bulk Estate in normal.  I type in 140 bulk and it offers me missions smaller than that (usually meds or narcotics).  I DO NOT put 14 missions of 10 bulk in my estate.  to me that feels like an exploit.

so in Scav, If you took the FULL mission and still had space left over, then you should be allowed another to fill the rest of your bulk if you wanted.  But ONLY if you took the full load of whatever was offered.

Again, THIS ISNT ABOUT REP (not for me).  I have never hit Merchants in Scav, I dont see a need to do so when I can hit Dune Peddlars for better Slaver rep and protect myself from returns by doing so.  THIS IS ABOUT A REASON TO TRAVEL!

Scouts do not gain Scout skill from scouting (well Ive gotten 2 points actually in 1 year and 3 months on here...  or something more than a year) so Travels are essential for building that 50+ or 100+ scout.  Right now they ammount to: Drive for no reason back and forth to Elms and burn fuel to MILK points (which feels exploitive).

User Defined Bulk and Destination Courier missions remove the Exploitive nature and give Travels a reason.
Blaer


Posted May 24, 2013, 5:13 pm
As long as rep isn't involved, then I'm not opposed to courier missions... :)
*Brunwulf*


Posted May 28, 2013, 11:29 pm
What do people think about trying to get gang member limits increased slightly?

I would love to move gangers around to other towns to scout- but the measly ganger limit prevents this.

Even Goat only has 13 gangers, and although i don't KNOW what his maximum is, his leader is in the 540s!

I propose a minimum of 15 gangers for Scav gangs, and then increases from there depending on leadership?

This may seem like a minor point- but I think it would make a useful difference, without making Scav 'easier'


Gizmet


Posted May 28, 2013, 11:53 pm
BRILLIANT!

Brun, I TOTALLY agree with this one. I did not even think of it until you said something. I am stuck at 11 right now in scav, but my normal gang can hire and fire at will...kind of annoying...:/

I can't even go on scouts due to 10 of my 11 gangers being so beat up it's not worth trying....:)

-Gizmet
*StCrispin*
ce.services.mh@gmail.com

Posted May 29, 2013, 4:36 am
Brunwulf said:
What do people think about trying to get gang member limits increased slightly?

I would love to move gangers around to other towns to scout- but the measly ganger limit prevents this.

Even Goat only has 13 gangers, and although i don't KNOW what his maximum is,  his leader is in the 540s!

I propose a minimum of 15 gangers for Scav gangs, and then increases from there depending on leadership?

This may seem like a minor point- but I think it would make a useful difference, without making Scav 'easier'


I would like to tie it to the number of towns you occupy.

I fluctuate between 12 and 13 (due to deaths) but this is hardly enough to keep a scouter team in SS and have a single racing rep in Elms and GW.  Much less furthur south!

I would LIKE to have a viable scout team in each town I occupy.  1 Representative (town leader), 2 Scout drivers, 2 Scout gunners, 1 Events Racer per town.

I suggest something like 8 to 10 starting and then +4 or +5 for each town you occupy.  WITH A TOWN CAP.  Putting 1 guy elms, 1 in GW and then having 18 in SS is no-go

Maybe 10 in SS and after that no more recruiting in SS, the rest have to BE recruited in other towns that you occupy.  If you recruit 5 in Elms and in GW and drive them to SS to join the SS crew, then some penalty...  increased food, water consumption?  sickness?  something to give the player incentive to not be over-pop.
*goat starer*


Posted May 29, 2013, 3:17 pm
my gang is small through choice.. maintaining food and water would be a right drag with a larger gang.

Its fine that way until they all end up in Firelight :cyclops:
Gizmet


Posted May 29, 2013, 5:44 pm
Problem is, Normal doesn't have that limitation. Scav already has the limitation of only one "new" ganger per week. I think a larger starting size should fix the problem.

-Gizmet
*Boonwolf*


Posted May 30, 2013, 3:37 am
goat starer said:
my gang is small through choice.. maintaining food and water would be a right drag with a larger gang.

Its fine that way until they all end up in Firelight  :cyclops:

  I'm sure most of us would hold our gang number low also, but the fact it takes 6 guys for town events  1 mech 1 scout that leaves only 3 gunner specked guys to scout.

I for one would love to town reps or even 2 scout teams after you get a leader with high enuf skill to manage them.
(New leader speck "HR Manager" +1 base number)

Don't want more than 15-20 guys ever this is scavs guys ;)
*goat starer*


Posted May 30, 2013, 9:51 am
if i had recruited every time i had the chance Im sure i would have a 30+ gang now
Gizmet


Posted May 30, 2013, 11:36 pm
lol....most of us have not been playing scav since the game started....:)

I don't need to spread out quickly to the other towns or anything, my issue is with BEING ABLE to scout. As my gang stands they are too beat up to scout, so a few more would be nice.

-Gizmet
*goat starer*


Posted May 31, 2013, 9:24 pm
I can't scout because my surviving people are all in firelight or driving to firelight in a weird assortment of cars to get them.
*Boonwolf*


Posted Jun 1, 2013, 12:13 am
Strange thought what if you run you whole gang from SS on a scout and get shipped to FL, not having crew in any other town would one have to wait for the rare ANC?
*goat starer*


Posted Jun 1, 2013, 7:55 am
If you were at maximum gang numbers I suppose so.

or you could pay someone to come and get you out.
*Brunwulf*


Posted Jun 6, 2013, 6:59 pm

Does everyone agree that we should come to a group decision about (very slightly) having gang size increased?

I have a ganger in Elms for a racing league, and a scouter in GW for fuel running.

That means I can only field 2 scout cars, then I have to sit around waiting for them to come back.

(And this usually ends with me making comments in the lobby through boredom, that get me into trouble!)

If I had just 2 more gangers, it would mean that I could send a squad to another town, and start scouting different areas.

*StCrispin*
ce.services.mh@gmail.com

Posted Jun 14, 2013, 2:40 am
Any progress on this?

I see Morgan got a tweak, though not a huge one, but havent noticed any word on Scav.
*goat starer*


Posted Jun 14, 2013, 9:49 am
good question...

5 that don't seem contentious.... yet


tweaks to event prizes

hero point town gift adjustments

traders to carry diverse loot

more variation in mech ability .. 100 mechs should not be able to fix anything

use for plastics, eps etc in repairs

*StCrispin*
ce.services.mh@gmail.com

Posted Jun 14, 2013, 11:21 pm
So basically 4 items that wouldnt be useful for those just starting and 1 item from the original list? Not that im,against the 4 "vet-grade" items. I sure would like a use for my stone and plastic. And random odd loot would be nice. But I think the overall goal was to have more "just starting out" items than "established player" items. Though anything we get is nice.

How did "Smaller bulk or User Defined Bulk and Destination" courier missions end up stricken from the list? The non-opposed version either granted no (or very little or 1 fame bump per squad) reputation and/or was limited to 1 mission per squad/car unless the load size was smaller than capacity and the full load was taken
*goat starer*


Posted Jun 15, 2013, 12:12 am
StCrispin said:

How did "Smaller bulk or User Defined Bulk and Destination" courier missions end up stricken from the list?  The non-opposed version either granted no (or very little or 1 fame bump per squad) reputation and/or was limited to 1 mission per squad/car unless the load size was smaller than capacity and the full load was taken


im all in favour of allowing advertised courier missions for small prizes.. it did have some opposition though.
*StCrispin*
ce.services.mh@gmail.com

Posted Jun 15, 2013, 1:15 am
The opposition was resolved by removing rep gains.

Advertised missions require bulk exceeding reason. (810 bulk to Morgan is one example... 958 bulk to SV is another) scavs dont have Lorrys to use for training scouts on courier runs.

These need to fit in a 4L Pho (50 bulk or kess) or a 3.2L Pickup (100 bulk or lower) to achieve their purpose as stated prior. Which is to give Non-eatablished scavs some reason to travel town to town to train a scout so the can begin scouting. Plus, unless you scout and gain rep, you cant get missions. Which creates a catch-22.

Also most scav players trying to get establushed can not travel to places beyond GW or Elms. The missions dont often include nearby towns.

I believe the BIGGEST request in tge original thread was

*StCrispin*
ce.services.mh@gmail.com

Posted Jun 15, 2013, 1:19 am
User Defined Destination with a bulk that fit in our cars (preferably Defined by the User but a choice of sizes 25/50/75/100 would be acceptable as well). Something that fits. Something that can be accomplished. For Non-Established Scavs.

The whole point was to make Scav logical and more approachable for fresh scavvers. It isnt for thoae of us established already as much as it is for the fresh scavers.
*goat starer*


Posted Jun 15, 2013, 1:32 am
StCrispin said:
scavs dont have Lorrys to use for training scouts on courier runs.




i do
*StCrispin*
ce.services.mh@gmail.com

Posted Jun 15, 2013, 1:34 am
Also, what was the opposition to a greater variety if cars being chosen for Amature night Combats? That was in the top 3. As it also applied primarily to fresh scavers and promoted the playing of scav by making it more attractive to the uninitiated.
*goat starer*


Posted Jun 15, 2013, 1:37 am
surely it whould work exactly the same as in normal...

advertise... person offers mission and payment (in stuff) if you dont like payment dont do it.

im guessing sam has the mechanism in place to transfer the code for swapping race prizes for cash and swapping mission prizes for cash

the arguments against...

1. this is scav... economies that pay people to deliver goods seem a little organised

2. its not really necessary... i'm not a prolific player anymore but my scav gang is as good as many peoples normal gangs

3. scav should be player organised... if people want courier missions i can give them multiple small bulk missions to GW.. just ask
*StCrispin*
ce.services.mh@gmail.com

Posted Jun 15, 2013, 1:43 am
goat starer said:
StCrispin said:
scavs dont have Lorrys to use for training scouts on courier runs.




i do


Perhaps you misunderstood...  I doubt very much that you put a 20 scout in a lorry and drive him around in it for the purpose of increasing his skill to 50 so that he is scout capable.

I know you are established enough to probably not need a skilled scout, but that is the point if the user defined bulk/destination for the fresh scavers such as Gizmet, Lostsoul, and Rudereality...  And those I forget...
*goat starer*


Posted Jun 15, 2013, 1:53 am
nobody needs a scout for scouting

i will happily scout ss with no scout and 20 gunners.

scouts are for travelling in my view.. so get them by travelling.. if necessary for fun



to clarify this... in scav you will at best be scouting with a pair of phos or similar... even without a scout that is 3 or 4 cars (5 or 6 if you get chaos canyon but it is easy to run away there). its not bad odds... what do you want?
*StCrispin*
ce.services.mh@gmail.com

Posted Jun 15, 2013, 2:03 am
Thats what we want.  A mechanism like we have in normal. 

However, it doesnt exist.

It seems odd that, this being a harsh scav world, that towns need nothing.  That NPCs need nothing (or only hire NPCs and shun the players for their needs)

its a little confusing as to why the final list only has 1 item from the original list, and the rest of the items only benefit established players such as Brun, Boon, and myself, who dont need anything.  The point of the tweaks was to make scav less daunting for fresh scavs, and more logical in its functionality.

How has it become a tweaks-for-vets out of all of this discussion?

goat starer said:
surely it whould work exactly the same as in normal...

advertise... person offers mission and payment (in stuff) if you dont like payment dont do it.

im guessing sam has the mechanism in place to transfer the code for swapping race prizes for cash and swapping mission prizes for cash

the arguments against...

1. this is scav... economies that pay people to deliver goods seem a little organised

2. its not really necessary... i'm not a prolific player anymore but my scav gang is as good as many peoples normal gangs

3. scav should be player organised... if people want courier missions i can give them multiple small bulk missions to GW.. just ask
RudeReality


Posted Jun 15, 2013, 4:18 am
Just wanted to add an opinion from the perspective of a newer player. In both scav and in normal DW there should be an eye for making changes that benefit and help recruit new players to our beloved game. Tweaks and fixes need to be a 2/3s to 1/3 ratio in favor of newer vs older player base. I say this not because I would benefit personally from this attitude, but the game itself would by making it more attractive to fresh players and ideas. Those in charge need to ask "how many will benefit from this change? If the answer is just a few, established players, then perhaps it's not really needed. Not asking to make the game easier, like the challenge, just perhaps less pro vet. Just my opinion, and you know what those are like...
*Boonwolf*


Posted Jun 15, 2013, 5:03 am
RudeReality said:
Just wanted to add an opinion from the perspective of a newer player. In both scav and in normal DW there should be an eye for making changes that benefit and help recruit new players to our beloved game. Tweaks and fixes need to be a 2/3s to 1/3 ratio in favor of newer vs older player base. I say this not because I would benefit personally from this attitude, but the game itself would by making it more attractive to fresh players and ideas. Those in charge need to ask "how many will benefit from this change? If the answer is just a few, established players, then perhaps it's not really needed. Not asking to make the game easier, like the challenge, just perhaps less pro vet. Just my opinion, and you know what those are like...


With you 100% this whole thing started out to help recrut and hold NEW scavers NOT what apeales to established scavengers.

Points were:
  Useful town event Ammo avalibelity upon starting
  Reasons for travailing / scout skilling
  And as a Posable side tweak use for unused bulk items and mech uses.
*StCrispin*
ce.services.mh@gmail.com

Posted Jun 15, 2013, 5:27 am
IDK where goat got his list. It isnt even close to what was discussed. In fact, in some cases it is the complete opposite. "100 mech should NOT(?) be able to fix anything" ??? WTF? Thats way off base!

Sigh...

It looks more like a "what Goat wants, if he wanted anything" type of list rather than the 3 to 7 concise items we had in our lists.

*Boonwolf*


Posted Jun 15, 2013, 8:47 am
goat starer said:
nobody needs a scout for scouting

i will happily scout ss with no scout and 20 gunners.

scouts are for travelling in my view.. so get them by travelling.. if necessary for fun



to clarify this... in scav you will at best be scouting with a pair of phos or similar... even without a scout that is 3 or 4 cars (5 or 6 if you get chaos canyon but it is easy to run away there). its not bad odds... what do you want?

    Not sure what game your playing but I for one tryed scouting with no scout. Not bad odds but 3Vs5 until the weapons factor in them 2ATGs 4MGs 2RLs  and a HMG B armor acting cars VS my 2 HMG 3MGs 1MMG. C armor slugs
After getting sick of getting killed EVERY outing I spent a week and skilled th 35 no issues after that.  So don't say you don't need some sort of scouting skill to play with 20 skilled gunners that can't hit a parked van from 20 M
Jarkko Niemi


Posted Jun 15, 2013, 10:56 am
goat starer said:
3. scav should be player organised... if people want courier missions i can give them multiple small bulk missions to GW.. just ask


So, we can do that right now, without any game code tweaking.
I will do this today:
I put some scraps to Elms and add to Sellers Notes.
I give one Fuel-can per 3 scraps transferred to Somerset.

Another player can even give me 3 scraps right away from own Somerset carage. and I give 3 scraps and 1 fuel.

If there is items with condition %, then those actual items must be really transferred, needs some coordination via messages between players.
*goat starer*


Posted Jun 15, 2013, 7:36 pm
EXACTLY

if anyone wantb to transport some ammo to GW i will reward them handsomly
Bolt Thrower


Posted Oct 21, 2013, 10:53 pm
I am new and this is probably too late, but it would be nice is a mechanic could repair equipment to double his rating, i.e. a 20 mechanic can fix something below 40% to 40%.

Or maybe smaller engines could be less complicated, so you only need a 20 mech to work on a 1.6L engine. As it is I am not sure I will ever leave town in SCAV. Things have not gone well when I tried. Trying to get a mech to a level where they can do anything useful seems like suicide.

If it is to much QQ just ignore me.
*Boonwolf*


Posted Oct 22, 2013, 12:30 am
There are some of us who can help you get started I for one will repair any item you want in SS as long as it's worth fixing.

If were ever all on line we should set up a mega scout.
Bolt Thrower


Posted Oct 23, 2013, 5:00 am
That sounds good. I have accumulated some vehicles, so a scout might be fun.

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