JimmyTheGinger
Well-known member
I think many of the professions available lack true incentive and rarely impact the course of roleplay. I think more could be done for all the common professions to make them more interesting, and part of a character's' style/persona'. Both my characters are stowaways, running from trouble. Both of them are self-taught mechanics. One of my characters is a biker, and the other is an adrenaline junkie racer. Working as a mechanic gets very repetitive, and the level 4 jobs are too unreliable to make consistent money. Repairing players' vehicles is much the same, you can even do it without starting a single mechanic job.
Basically, I could have stopped at level 2, and I'd still play and experience the game very much the same. I think more could be done to incorporate professions into character progression without upsetting the balance too much. I think trucking, fishing, hunting and crafting should all have levels associated, but that would be for another post.. Perhaps someone who hunts can suggest some cool perks, but we'll stick with my ideas for the mechanic profession for now.
Real simple, I feel level 4 mechanics should be able to use an 'advanced repair kit' that offers a small bonus to a vehicle that they have mastery over. For example:
A lost MC mechanic reaches level 4, and wants to specialize in repairing and maintaining bikes. To specialize, he must impound 5(?) bikes that have been crashed off-road, in hard-to-reach locations. He must also pass some form of multiple-choice test (this is a good time for people to brush up on some basic terms, problems and solutions that they can use within roleplay). In the future, if the mechanic thing becomes a player-owned business, it could be a great opportunity for RP.
Now, when he repairs his bike using an ADVANCED repair kit, it has 20% increased armour and 10% extra engine power. If he is to change profession, go to jail or otherwise specialize he would need to redo the 5 bike tows but not the test. If he were to change over to a trucking specialization he would need to do the 5 trucking missions + trucking test.
If we take the same example for someone who wants to specialise in trucking, they do 5 truck missions with a special kind of vehicle and perhaps this requires an escort from some authority as it is an extra-wide load. When they repair a truck the truck now has 15% extra engine power and 15% extra carrying capacity. They also need to reach level 4 and pass a multiple-choice test.
For SUV's & Off-road vehicles, we have 25% armour and 10% engine power. You need to recover off-read vehicles.
For every other car we get 20% armor and 15% breaking. You need to complete 5 police impounds.
Using an advanced repair kit as a level 4 mechanic without a specialization would grant any vehicle 10% armor and 5% breaking. Advanced reapair kits repair 20% faster. Once the vehicle is repaired, if specialized, the mechanic will perform a 'tuneup'.
Now, how does one get their hands on an advanced repair kit? They are crafted.
To craft 1 advanced repair kit:
1 Standard repair kit
1 Diamond
1 Electrical wiring (NEW PART + BENCH)
1 Assorted tool parts (NEW PART, crafted from titanium)
5 Screws, nuts & bolts (NEW PART, crafted from steel)
1 Soldering kit (NEW TOOL, reusable)
New bench!
Extrusion Machine
Located either inside the smeltery or somewhere south of the city(?) it would be a place to process raw materials into craftable ingredients.
An Extrusion machine takes a prepared ingot and uses heat+pressure to force it down a narrow path and thus creating the correct shape/thickness of wire. In-game, the extrusion machine simply turns copper into electrical wire. It would also be able to process other materials, so it can be used in the future. I think these machines even process plastic? But for now, it's only use would be 'electrical wire' for crafting.
New craftable parts!
CRAFTED PARTS
1 Titanium Ingot makes 1 "Assorted tool parts" (Requires chisel & blacksmith hammer)
1 Aluminium makes 2 "Repair Kit Carrying Case"
1 Copper Ingot makes 1 "Electrical wiring"
2 Steel makes 5 "Screws, nuts & bolts" (weightless)
New tools for crafting!
TOOLS
"Chisel" (Reuseable)
10 cut wood
5 steel
"Blacksmiths Hammer" (Reuseable)
5 steel
20 cut wood (or some kind of wood stock)
10 leather
"Soldering kit" (Reuseable)
10 steel
5 iron ingots
5 lead ingots
10 copper ingots
10 leather
5 Electrical wiring (10 copper processed at the new bench)
I suppose the cost of these repair kits will keep them exclusive to mechanics. To avoid unbalancing hunting/mechanic professions, hunting would need equal love but I don't have any grandiose ideas at this current time. This will drive the demand for regular repair kits, with potentially more than half of repair kits being bought up and converted. Or not, who knows. But for the sake of ensuring this doesn'y happen I also created a recipe for normal repair kits. To craft 2 standard repair kits you would require:
Tools
1 Blacksmiths Hammer (reuseable)
Materials:
1 "Assorted tool parts"
1 "Repair Kit Carrying Case"
1 "Screws, nuts & bolts"
(translates to 1 titanium ingot, 0.5 aluminium, 0.5 steel per repair kit current street price = 675/2 = £337.5 raw material cost to craft a single repair kit if I understand math at all?).
So basically, after specializing, you can use this repair kit as a level 4 mechanic to repair faster and grant your (or another's) vehicle a bonus.
Basically, I could have stopped at level 2, and I'd still play and experience the game very much the same. I think more could be done to incorporate professions into character progression without upsetting the balance too much. I think trucking, fishing, hunting and crafting should all have levels associated, but that would be for another post.. Perhaps someone who hunts can suggest some cool perks, but we'll stick with my ideas for the mechanic profession for now.
Real simple, I feel level 4 mechanics should be able to use an 'advanced repair kit' that offers a small bonus to a vehicle that they have mastery over. For example:
A lost MC mechanic reaches level 4, and wants to specialize in repairing and maintaining bikes. To specialize, he must impound 5(?) bikes that have been crashed off-road, in hard-to-reach locations. He must also pass some form of multiple-choice test (this is a good time for people to brush up on some basic terms, problems and solutions that they can use within roleplay). In the future, if the mechanic thing becomes a player-owned business, it could be a great opportunity for RP.
Now, when he repairs his bike using an ADVANCED repair kit, it has 20% increased armour and 10% extra engine power. If he is to change profession, go to jail or otherwise specialize he would need to redo the 5 bike tows but not the test. If he were to change over to a trucking specialization he would need to do the 5 trucking missions + trucking test.
If we take the same example for someone who wants to specialise in trucking, they do 5 truck missions with a special kind of vehicle and perhaps this requires an escort from some authority as it is an extra-wide load. When they repair a truck the truck now has 15% extra engine power and 15% extra carrying capacity. They also need to reach level 4 and pass a multiple-choice test.
For SUV's & Off-road vehicles, we have 25% armour and 10% engine power. You need to recover off-read vehicles.
For every other car we get 20% armor and 15% breaking. You need to complete 5 police impounds.
Using an advanced repair kit as a level 4 mechanic without a specialization would grant any vehicle 10% armor and 5% breaking. Advanced reapair kits repair 20% faster. Once the vehicle is repaired, if specialized, the mechanic will perform a 'tuneup'.
Now, how does one get their hands on an advanced repair kit? They are crafted.
To craft 1 advanced repair kit:
1 Standard repair kit
1 Diamond
1 Electrical wiring (NEW PART + BENCH)
1 Assorted tool parts (NEW PART, crafted from titanium)
5 Screws, nuts & bolts (NEW PART, crafted from steel)
1 Soldering kit (NEW TOOL, reusable)
New bench!
Extrusion Machine
Located either inside the smeltery or somewhere south of the city(?) it would be a place to process raw materials into craftable ingredients.
An Extrusion machine takes a prepared ingot and uses heat+pressure to force it down a narrow path and thus creating the correct shape/thickness of wire. In-game, the extrusion machine simply turns copper into electrical wire. It would also be able to process other materials, so it can be used in the future. I think these machines even process plastic? But for now, it's only use would be 'electrical wire' for crafting.
New craftable parts!
CRAFTED PARTS
1 Titanium Ingot makes 1 "Assorted tool parts" (Requires chisel & blacksmith hammer)
1 Aluminium makes 2 "Repair Kit Carrying Case"
1 Copper Ingot makes 1 "Electrical wiring"
2 Steel makes 5 "Screws, nuts & bolts" (weightless)
New tools for crafting!
TOOLS
"Chisel" (Reuseable)
10 cut wood
5 steel
"Blacksmiths Hammer" (Reuseable)
5 steel
20 cut wood (or some kind of wood stock)
10 leather
"Soldering kit" (Reuseable)
10 steel
5 iron ingots
5 lead ingots
10 copper ingots
10 leather
5 Electrical wiring (10 copper processed at the new bench)
I suppose the cost of these repair kits will keep them exclusive to mechanics. To avoid unbalancing hunting/mechanic professions, hunting would need equal love but I don't have any grandiose ideas at this current time. This will drive the demand for regular repair kits, with potentially more than half of repair kits being bought up and converted. Or not, who knows. But for the sake of ensuring this doesn'y happen I also created a recipe for normal repair kits. To craft 2 standard repair kits you would require:
Tools
1 Blacksmiths Hammer (reuseable)
Materials:
1 "Assorted tool parts"
1 "Repair Kit Carrying Case"
1 "Screws, nuts & bolts"
(translates to 1 titanium ingot, 0.5 aluminium, 0.5 steel per repair kit current street price = 675/2 = £337.5 raw material cost to craft a single repair kit if I understand math at all?).
So basically, after specializing, you can use this repair kit as a level 4 mechanic to repair faster and grant your (or another's) vehicle a bonus.
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