Difference between revisions of "Manufacturing"

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=== Ammunition Production === *** NO LONGER SUPPORTED
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=== Ammunition Production ===
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*NOTE* Ammunition production is highly un-economical.  MR to produce a given ammo type is the same as the weapon which uses it.
 
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Revision as of 22:51, 4 January 2017

Player-owned camps can manufacture almost any tradeable item available in Evan. In order to manufacture items a camp must have a factory and enough skilled mechanics to reach the 'Mechanic Rating' needed for the desired item.

Raw materials are also required, and are broken out into five types:

  • Car Parts
  • Scrap Metal
  • Plastics
  • Electronics Components
  • Stone

NOTE: There is another type of raw material (Medicines), but it is not used in camp manufacturing.

Item Recipes

Breakdown of Loot

Factories and Retooling

Factories cost money to both build and retool (change setup in order to produce a different item).

There are two types of 'retooling':

  • Changing the specific item the factory produces, i.e. changing from Machine Gun to Heavy Machine Gun.
    • It takes 2 days to retool a factory for a different item. Retooling dollar costs are shown below.
Item Type Retool Cost
Weapons $10K
Chassis $30K
Tyres $2k
Ammunition $150k
Engines $10K
  • Changing the type of item the factory produces, i.e. changing from Chassis to Weapons.
    • It takes 7 days to retool a factory regardless of what the factory is being retooled to or from. Retooling dollar costs are shown below.
Production Retool Cost
Weapons $250K
Chassis $400K
Tyres $50K
Ammuntion $150K
Engines $250K

Mechanic Rating

The Mechanic Rating of a camp is a number that determines what items a camp's factories can produce; the higher the Mechanic Rating the more exotic the items that can be produced.

Mechanic rating is directly related to the number of mechanics working in a camp, and their Mechanic Skill level. Therefore, the more mechanics a camp has, and the more highly-skilled they are, the better. In order for a mechanic's skill to be considered in the Mechanic Rating, he (or she) must be working in a Mechanic Shop; it is not sufficient to just have the mechanic in the camp.

The most skilled mechanics are automatically put to work in the camp's Mechanic Shops.

FIXME These tables need to be organized based on Mechanic Rating, and some tables need to be populated (Tyres and Ammunition for example)

Repairing Items

A camp's Mechanic Rating also determines what items, and at what health levels, can be repaired. Obviously, the higher the Rating, the more items (and at higher damage levels) can be fixed.

This is especially important for rare items that can often **not** be repaired in town.

A breakdown of repair capability is on the repairs page.

Chassis Production

Mechanic Rating Chassis Car Parts Electronic Parts Plastics Hours
17 Symphony 20 0 1  ?
19 Alpha 13 0 1  ?
25 Racoon 14 0 1  ?
26 Cadrona 15 0 1  ?
Pickup 20 0 1  ?
28 Chevalier 18 0 1  ?
34 Estate 20 0 2  ?
Carrier Van 30 0 3  ?
Mercenary 30 0 3  ?
39 Moose 25 0 3  ?
Box Van 60 0 4  ?
Chomper 80 0 5  ?
41 Windsor 35 6 12 96
Two Axle Lorry 200 0 20 413
44 Sonic 20 0 4  ?
Windsor II 35 9 12  ?
Big Pickup 130 6 12 408
45 Offroad Buggy 12 0 1  ?
Spirit 27 0 5  ?
Voyager 27 0 5  ?
Dustup 30 0 3  ?
56 Phoenix 50 3 8  ?
60 Flash 15 3 6  ?
Sunrise 55 3 12  ?
Apache 85 12 8  ?
64 Buccaneer 80 3 12  ?
70 Hearse 75 0 10  ?
Landrunner 85 12 6  ?
75 Marley 30 0 8  ?
80 Bus 200 0 4  ?
83 Semi Tractor 45 0 15  ?
Vampire 100 12 12  ?
90 Flail 120 3 6  ?
93 Buzzer 180 12 20  ?
100 Osprey 130 18 12  ?
101 Stormer 100 12 12  ?
102 Pike 70 12 15  ?
105 Bullet 100 6 12  ?
Moray 100 9 10  ?
123 Hotrod 90 12 10  ?
125 Royal Eaton 150 0 15  ?
140 Motorhome 100 5 15  ?
145 Corghette 140 30 50  ?
157 Cougar 160 36 15  ?
160 Turin 150 45 15  ?
165 McKenzie 130 36 12  ?
DeVille 150 45 15 369
176 Tanker 160 20 35  ?
180 Ambulance 250 60 60 614
185 Roadrunner 150 15 15 320
200 Trash Truck 400 30 50  ?
Fire Engine 350 90 80  ?

Weapon Production

Mechanic Rating Weapon Car Parts Electronic Parts Hours
5 Crossbow[1] 1 0
Mounted Ram 1 0
Shotgun[1] 1 0
Pistol[1] 1 0
Smokescreen 5 0 3
6 Molotov Belt[1] 1 0
8 Rifle[1] 1 0
10 Paint Rifle[1] 1 0
Hammer[1] 1 0
Oil Jet 4 0
15 Submachine Gun[1] 2 0
Grenade Belt[1] 3 0
Spike Dropper 3 0
Machine Gun 4 0
Heavy Oil Jet 8 0
Heavy Smokescreen 10 0 9
20 Medium Machine Gun 8 0
22 Vehicular Shotgun 8 0
25 Car Rifle 16 0
Mine Dropper 11 0
Mounted Spikes 3 0
30 Flamethrower 5 0
Heavy Machine Gun 20 0
35 Mini Rocket 3 0
Flaming Oil Jet 8 0
Paint Spray 12 0
Reinforced Ram 20 0
36 Light Rocket 5 0
39 Mini Rocket Pod 30 3
Light Rocket Rack 35 3
40 Hand Flamer 2 1
Medium Rocket 8 0
Rocket Launcher 8 3
Heavy Flaming Oil Jet 10 6
Heavy Paint Spray 19 0
Heavy Flamethrower 30 0
45 Smoke Gun 10 0
Medium Rocket Rack 45 3
46 Gatling Gun 6 3
Heavy Rocket 12 0
50 Micromissile Launcher 4 3
Paint Gun 10 3
51 Heavy Rocket Rack 60 6 98
60 Flechette Gun 14 1
Napalm Gun 10 2 14
68 Car Grenade Launcher 20 3
101 Nitro Booster 4 6
Heavy Car Rifle 80 6
103 Rocket Booster 35 6 322
Anti Tank Gun 60 3
Car Cannon 70 9
110 Heavy Gatling Gun 70 24
132 Tank Gun 125 15
155 Mounted Mortar 60 18 170

Engine Production

Mechanic Rating Engine Car Parts Electronic Parts Hours
22 2L 10 0
23 2.5L 11 0
24 1.8L 9 0
26 1.2L 6 0
32 1L 5 0
1.6L 8 0
45 3.2L 16 0
4L 18 0 24
60 7L 24 3 31
63 0.6L Supercompact 6 6
5L 24 3 40
65 8L 28 3
66 2L Rotary 12 4 24
75 3L Rotary 18 8 45
80 3.2L V8 23 18 60
82 9.4L 36 9
110 5L V8 30 27 83
150 5L V12 40 45 128
170 7L V12 60 65 180

Tyre Production

Mechanic Rating Tyre Scrap Metal Plastics Hours
13 Standard 0 1
22 Off-road 1 2
38 Reinforced 1 1
57 Racing 0 6

Ammunition Production

  • NOTE* Ammunition production is highly un-economical. MR to produce a given ammo type is the same as the weapon which uses it.
Mechanic Rating Ammunition Car Parts Hours
 ?? Tank Gun 13  ??

Notes

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Pedestrian/handheld weapon