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Camps Manufacturing Changes
Seiler
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My rationale about repair shops is that they have machining processes and access to metals and materiel, through car parts, to come up with their own parts.  A generic "repair kit" can't possibly have the right parts on hand.  A good mech might have some proper pieces for certain cars/weapons, but if it's usable on anything it's too powerful. 

And if they are made in any quantity, they'll flood the market, just like Camps did before.  Whereas a repair shop won't ever flood the market.  It's something to limit productivity, but too valuable not to have one around.  And I think that even they should not be able to repair everything.
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vet deathrceL1 wv

Posted Mar 20, 2008, 9:23 pm
Victor
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Seiler said:
What is the tech explanation for a repair kit?  It's a bit too hokey and gamey for me.


Not just spare parts, but also tools for actually fixing things. So far as I can tell, mechanics only carry a hammer and a prybar, even with the spec that helps them make more cars driveable.


Also, there's nothing that says they have to fully repair anything. It may be they repair a maximum of X%, and onced used to do so, that item can't be repaired further by kits -- it needs to be taken to a shop that can do it right. This would require more bookkeeping in the database, though.
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vet wv

Posted Mar 20, 2008, 9:24 pm Last edited Mar 20, 2008, 9:28 pm by Victor
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I always assumed a proper mech would at least have a tool bag.

Here's a real world example.  First couple months downrange we had a problem with shearing half-shaft bolts on our HMMWVs.  So we had to make do with stuff purchased from a local bazaar a few times that sort've worked when we were on Long Range Patrols.  That's "jury rigging" to get something home.  When we were back, we'd have to have those bolts exchanged, and try to get more flown in on the next supply bird.  Those were simple bolts.  A personal weapon that was deadlined usually had to set in the armorer's shed, crew served items were usually sent back to Kandahar for repair.  A damaged engine was usually pulled and replaced at our FOB.  An IED'd vehicle had to be sent back to Maine for complete repair (if it was even possible).

The way it works now is reasonably close to what I would expect from an "on the edge" society.  There are some places that do the repairs, and you can't do everything in the field or in the outposts.
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vet deathrceL1 wv

Posted Mar 20, 2008, 9:38 pm
Victor
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Except right now, you can't do anything in the field in DW, except change tires or swap magazines.
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vet wv

Posted Mar 20, 2008, 10:46 pm
shadowgazer
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B)Well I seem to have generated some discussion which was the point. Hope Sam will read .
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vet

Posted Mar 20, 2008, 10:47 pm
Seiler
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Victor said:
Except right now, you can't do anything in the field in DW, except change tires or swap magazines.


A skilled mech can jury rig, and he automatically tries to repair things, that's about all you can ask for.
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vet deathrceL1 wv

Posted Mar 20, 2008, 10:49 pm
*sam*
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Yes, there's plenty of good ideas in here. I have a huge backlog of good ideas to implement unfortunately, so some I just take note of for future work, and keep quiet about... not saying they're not good ideas though!
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Mar 20, 2008, 10:49 pm
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*SirLatte* said:

This is not socialism. We are all supossed to be capitalists here.


Agreed, Latte. But I count ARL as one entity. And darthspanky seems (to me) like an honorary member of ARL (minus the bad stuff) nowadays too so that looks like a monopoly from where I'm sittin'.

Sam's response left me satisfied, when camp combat comes the heavens will open and celestial songs will burst forth, and all will be how it was originally intended

by our Creator.  :p
http://oneyearbibleimages.com/amen.jpg
Thnx 4 everything, Sam!!!
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vet cont

Posted Mar 20, 2008, 11:04 pm Last edited Mar 20, 2008, 11:05 pm by *Taskmasterpeace*
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Hmm - there's good eating on one of those...... :cyclops:
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vet wv

Posted Mar 20, 2008, 11:13 pm
Alocalypse
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The weapons change is definatley too big and while you can make some weapons it's impossible to make any weapons that will sell well enough to be profitable and worth making in the long-term with the possible exception of gatling guns. I suppose you could also make ped weapons right now until everyone has them but how long will that last?



Chassis, while now easier to manufacture in comparision suffer from the same problem - zero demand for variety in the low-end chassis only Windsors, Big PU's, Apaches and Landrunners have a market. Actually Windsors don't even sell that well and there's a lot of landrunners in circulation already that people have looted.



Maybe the solution isn't to adjust the difficulty, but create more demand for the low-end stuff.

The only real suggestion I can think of on how to do it is the "enchanted" +1, +2 weapon idea already suggested and discussed in the other thread.

For chassis (and overall variety) I was going to repost my chassis specialism idea in this thread sometime.

Though that'd just add variety and they'd still need a "quality-level" so all chassis of the same type wouldn't neccessarily be the same.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Mar 22, 2008, 6:16 am Last edited Mar 22, 2008, 6:18 am by *Alocalypse*
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I'm assuming that factories, as you head south, will benefit from better production capacity (more experienced workers, etc, that have migrated up from the industrialized ares, better local knowledge) while Somerset should still be a primarily agricultural area. I think that cutting off much of the NPC generated supplies, and not allowing jake to stockpile 200 units of items, will really allow camps in the region to flourish, as they will have to step up and provide the newbie level items to Somerset, and it will thus potentially be quite profitable. I just don't want to see Somerset camps be very powerful.

And so far Rorke's is still turning out a decent profit, though not as much, and it will require cyclic retooling to keep on top of the demand, which it should, IMO.

But we certainly don't need to be making 700K-1 mil a week in camps near Somerset. Things may need tweakage when camp combat goes live, but I'm betting the struggles will be further South when that happens, as well.
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vet deathrceL1 wv

Posted Mar 22, 2008, 7:07 am Last edited Mar 22, 2008, 7:15 am by Seiler
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*Alocalypse* said:
Maybe the solution isn't to adjust the difficulty, but create more demand for the low-end stuff...

I maintain that two of the main reasons the smaller vehicles are less popular is the lack of;

A) Smaller weapons (under 20 bulk) that will still do damage to other vehicles, because "one-facing ponies" aren't as effective, and
B) Weapon Linkages, because the 20 bulk for every gunner hurts more the smaller the vehicle is.

I know both of these are both on the ToDo List.
But until they're done, I don't see the viability and subsequent demand for smaller cars going up.
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vet wv

Posted Mar 23, 2008, 12:02 pm
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Victor said:
*Alocalypse* said:
Maybe the solution isn't to adjust the difficulty, but create more demand for the low-end stuff...

I maintain that two of the main reasons the smaller vehicles are less popular is the lack of;

A) Smaller weapons (under 20 bulk) that will still do damage to other vehicles, because "one-facing ponies" aren't as effective, and
B) Weapon Linkages, because the 20 bulk for every gunner hurts more the smaller the vehicle is.

I know both of these are both on the ToDo List.
But until they're done, I don't see the viability and subsequent demand for smaller cars going up.


Good point. I was not seeing the weapon linking with this aspect.
But it should be 10 bulk large, not less.
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vet cont zom slay2013 marshal wv

Posted Mar 23, 2008, 3:05 pm
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Sam Said:
and the slightly-less-rare items will require larger camps with more space for mechanic shops than you're ever likely to find near Somerset.
========================
Are we going to have the opportunity to increase the 'footprint' of our camps to allow more buildings and production facilities?
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vet marshal wv cont

Posted Apr 17, 2008, 1:29 pm
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viKKing said:
Good point. I was not seeing the weapon linking with this aspect.
But it should be 10 bulk large, not less.

Why?
I may have the wrong vision, but i see the bulk required by weapons as the "free space" they need to rotate, swivel and aim.
Why a linkage should be big as half a man?
I'm guessing that the weapon are motorized (how can else a pilot use them, when they're in front of the car?), so a linkage should be most wiring than hardware....
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vet wv

Posted Apr 17, 2008, 4:16 pm
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