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Diabolical

REPAIR KITS

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Posted

a  simple item mechs can sell which would simply allow people to repair their engine  and maybe additionally visually, this would allow mechanics a profit and additionally would allow wait times for a tow to be reduced, a heavy price on the repair kits could balance the fact of "no tows would be required" 

Posted

Semi +1. I like the idea but the execution has to be done carefully otherwise Bennys Bayview, and LSC are useless.

Perhaps make it more expensive, and make it to where it only allows your vehicle to be functional so you can get it to a repair shop instead of giving your vehicle a full repair.

Posted

the only way I would support this is if it would allow you to take a perma stalled car to a point where it is drivable. But still would require a mechanic shop to actually repair it.

Posted

One way this could be interesting is that the repair kits do less and less over time, maybe after 3/4 uses before it NEEDS to go to a mechanic shop to get professionally fixed. The first kit can repair your vehicle to around 80%, the second time max of 50%, and the third repair makes it just able to start so it isn't perma stalled. You then have to take it into the mechanics to get fixed and then that count restarts. If it were a diminishing return, I would only use the first one and then go to the mechanic shop. You could also make the repair kit cost a decent chunk of change so it is a convenience item rather than a replacement for the mechanic shop. 

There are a ton of different ways to implement this sort of feature, just need to find the one that brings the best balance without nuking mechanic shops (we love mechanics)

Posted

reading through the suggestions, a repair kit that takes longer to repair, only get the car driving again instead if fully functioning, and more expensive could be a good balance takes away the towing need is the only downside, but the price should balance it enough to where it shouldnt be 6+ mech requests come in and no one comes, so a last resort for the customer type thing.

 

Posted (edited)

$10k item, import only (more lore friendly non crim stuff for car gangs to import and sell), sets your car to 300 health, so its just enough to start up and limp to a garage, and unable to be used on a car thats been totaled(0 health with max repair cost). then maybe it would be a fair item to have in the server.

anything less than that, i think this is just a bad idea. if you have issues with the now three mechanic shops and how they work, bring up a complaint with the faction leaders, maybe make some suggestions on how you think it could be improved.

Edited by Demonmit1
Posted (edited)

i would support an expensive item (10k single use) that takes your vehicle from red (permastalled) to yellow. giving you the ability to get your vehicle home/to a mechanic but requiring you to get it repaired before its fully functional.

Essientally yeah short term we would be gimping mechanic callouts but it would help in those gamerhours where no mechs are about and the cost and single use mechanics would limit their use to absolute emergencies.

If you wanna take this one step further, you could add a lengthy skillcheck sequence like the one for dismantling a toolbox and a signal mechanic where mechs get a notification of "an emergency repair beacon has been activated" giving them a chance to respond if available also.

theres alot of ways you could play it but i feel there is a happy medium where people can fix their cars into barely working order but also keep mechanics relevant.

Edited by Quietthecutie
Posted

Perhaps a better way to do it would be an item that gets the engine started, but does not add any vehicle durability/health back. This way, if the vehicles engine is shut off, whether its due to damaging it further or gets manually turned off by the player, it won't start back up without the use of this item. Perhaps if the vehicle is 0 health, it could raise it slightly just to get the engine to turn on as long as the car isn't on fire. This would serve the intended purpose and force the player to still interact with the mechanic factions. Also, I would suggest this item only be usable if you have keys to the car, so players cannot abuse it to take peoples stalled cars on the side of the road to go chop them. 

Posted
1 minute ago, Requiem said:

Also, I would suggest this item only be usable if you have keys to the car, so players cannot abuse it to take peoples stalled cars on the side of the road to go chop them. 

I'm sort of against this, you could use it on a friend's car, or something to repark it. Also as far as I know, player's vehicles maybe give you like 3/4k instead of the NPC cars that provide a whole lot more, so if the item is worth more it wouldn't even make you money.

Posted

The idea is not to use it on NPC cars, its just an alternative "repair" item that would allow you to start up your own car to drive it to the mechanic shop. If necessary, could make it so it only works on your own cars and not a friend's vehicle, similar to existing mechanic limitations today. 

Posted

I was only talking about your point of only allowing you to use a repair kit on vehicles you have keys for. I don't think that should be the case. No one is going to chop a car for money when they lose money on the repair kit if it is priced at 8/10k. Player-owned cars do not give you much money at all.

I know it is supposed to be used on player cars, not NPC cars 😂

Posted
14 hours ago, Timmaayy said:

There is already a script to repair vehicles if no mechanic is online

The issue isn't with there not being any mechanics online. The issue is with there BEING mechanics online. But they're not responding to mech requests.

DCC won't fix our cars tho. Can't go street racing, run labs, transport oil or ores in the back of a taxi 

Posted

I think it would be a good addition, just make it an inconvenience to use it over the options with more roleplay such as mechanic shops. 

Make a tool kit 1 time use and make it expensive. That way people are using when its really truly needed and no mechanics are responding to MR.

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