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Re: New feature: advanced repair/dirt system[message #347866 is a reply to message #347857] Wed, 28 December 2016 22:54 Go to previous messageGo to previous message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
silversurfer wrote on Wed, 28 December 2016 12:43

Vincent J. Claymore wrote on Wed, 28 December 2016 00:22

I feel weapon's condition degrades too fast. I don't like playing with militias, so what I usually do is leave a single merc in every sector I need to keep (mostly towns and sectors with a lot of loot), but him in sone room without a window and ambush all the attackers when they come through the door. Gamey, I know, but I don't see an alternative, since I simply don't like militias. Long story short: I was defending Tixa with Shank and he went through two rifles (Mini-14 and M4, I think), each starting out with 85+ condition. With the Mini-14 he couldn't even get through half a mag before it jammed so badly he had to drop it. I know it's a desert sector, but he never left the armory next to the bathrooms...

How many bullets did you fire? I tested with several weapons including a MP5K and MG36 in semi-auto and auto fire where I fired at least 10 full clips without the gun building up too much dirt. I experienced a few jams which should be normal if you empty multiple mags in a row in a "clean" sector. I got the MG36 to overheat which increased gun jams but that is an intended feature of the overheating system. I have to admit that I didn't test in a desert sector but your feedback gave me an idea. Building interiors should usually be cleaner than outside so I might just halve the dirt penalty inside buildings.
In the case of the Mini-14 it was half a magazine (<15) that caused constant jamming. Mind you, this gun doesn't even have full-auto or burst fire. I thought it was linked to Shank's poor skills, but now I now it was due to the sector being classed as desert. If you can indeed code the interiours of builidings to behave differently, that would be a really elegant solution to the problem. Alternatively, could Tixa be changed from Deseert to Urban?

silversurfer wrote on Wed, 28 December 2016 12:43

Vincent J. Claymore wrote on Wed, 28 December 2016 00:22

Also, some questions regarding the new repair system: Does this mean that you need MEC to clean guns now? Gun-cleaning skills drilled into recruits are a far cry from actual engineering skills, so I would really object to a situation where low-MEC soldiers take hours cleaning there guns.

The game uses the same formula for cleaning that it used for repairing the status in the past which includes the Mechanic attribute. I didn't change that but you have a good point. Gun cleaning isn't rocket science so I guess I will modify the formula so that MEC plays a lower role and DEX is the main factor plus a little EXP. With that change mechanics will still get a bonus.
I had a similar idea after having posted this yesterday and considering how DEX is currently inconsistently distributed among mercs, I feel the best and most realistic option would be to link cleaning speed to EXP, following the logic that the more of a "soldier" you are, the better you are at maintaining your gear (just like Major Pain, doing it blindfolded and hanging upside down^^).

silversurfer wrote on Wed, 28 December 2016 12:43

Vincent J. Claymore wrote on Wed, 28 December 2016 00:22

What do you consider the "default" setting in your new system? If set to only allow Perko and Arnie to actually repair weapons, doesn't that completely invalidate all the engineers?

MY default setting is MERCS_CAN_DO_ADVANCED_REPAIRS = TRUE. This isn't what the standard 1.13 GameDir is set to at the moment but players can easily change that. It's only required to repair actual item damage (repair threshold) so you can still run around with a 95/95 gun which will work fine or you change the option or bring your guns to one of the NPCs.

This is what I figured and what I am going to do, simply because of the limitation of smiths in Arulco and the massive drain on your logistics of ferrying around rifles through the country just to have them repaired. It does, however, completely undermine Flugente's original intention behind the advanced repair system, doesn't it? I think the better (and best, imho) solution would be a small addition to the current skill system, seperating lockpicking skills from proper engineering skills and fortification skills. As things stand currently, the "real" reason Perko and Arnie remain unused is because the game gives you too many cheap/free Engineers to start with. Maddog could very well be downgraded to Technician (as he arguable mentions his repair skills in dialogue), but the second skill choice could be something more combat-y. Dynamo on the other hand only talks about being good at "jimmying" doors, so he could really have the new "Lockpick" skill rather than engineer. How about this:
Skill 1: Mechanic / Gunsmith (bonus on repairing equipment, only Gunsmith allows repairing the threshold)
Skill 2: Burglar / Locksmith (bonus on lockpicking)
Skill 3: Technician / Engineer (bonus on fortification, vehicle repair and robot controlling)

By reducing the amount of readily available gunsmiths Perko and Arnie become more valid option. I would like to second the request for more shopkeepers, by the way, as especially in third world countries, tinkering and repairing of stuff we would simply through out and replace is quite an important part of local economy. Plus small mom and pop shops are more abundant in a poor economy than in a wealthy one.

silversurfer wrote on Wed, 28 December 2016 12:43

Vincent J. Claymore wrote on Wed, 28 December 2016 00:22

Biggest problem: Guns jamming can very quickly lead to the gun being ruined (dropping to 1%) - does this affect the dirt status only or does this reduce the threshold to 1% as well? The latter would be terrible, because this would mean a rifle in pristine condition could very well be utterly destroyed in single Tixa defence.

Every time a gun jams it might take some amount of damage (0-5 points) so if you keep firing a low condition overheated gun you have a good chance to break it. Chance for damage is minimal if your gun happens to jam while it's still in good condition but if you keep pushing the status downwards it will eventually take damage. If you stress a gun hard from 100/100 you might end up with a 50/85 status for example. That's what's intended and I don't plan to change it. The system is not designed to allow sector defense with a single merc against an army. If you plan to do that you better provide multiple weapons he can use and clean afterwards.

Btw. keep in mind that semi-auto fire has a lower chance for gun jams than auto fire.

I wasn't talking about one-man defence against an army, but rather against attack squads of 12 or so enemies. Regardless of the number of enemies, a rifle in acceptable condition should be able to fire more than 20 or so bullets (in single fire!!!) before it is utterly destroyed just from jamming due to dirt.

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