Talk:Scavenger

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Scripts 297

  • Fixed bug that had a the non-scav gang of a scav player considered to be a non-sub for purposes of camp mechanics
  • Reduced food/water/ammo prizes in town and for missions
  • Fixed trucing with NPCs
  • You can now recover scrap metal by removing armour (at a rate of 50% of the equivalent 'cost' of adding that amount of armour)
  • For Scav gangs, clean/restore will make a vehicle look no better than its permanent damage allows
  • Ammo prizes from missions are capped at 10 units
  • Scavenger gangs can break down vehicles for scrap metal
  • Rental cars start with 85% chassis health and C armour

Not sure how to integrate this yet, but don't want it to be forgotten. --Wikiadmin 10:01, 31 August 2011 (CDT)

The original page

DW:S attempts to make the DW environment more post-apocalyptic by removing access to money, the NPC markets, and the player markets, and requiring the player to rely on scavenged loot, and commodities garnered from winning in-town events (which do not award prize money, but rather food, water, and sometimes ammunition).

Ruleset

  • No access to money
  • No access to NPC markets or services
  • No access to standard DW player markets
  • Every player is given two gangs, one for standard mode, and one for scavenger mode.
    • Only one gang can be active/selected at a time. If your Scavenger gang is active, your normal gang will not receive weekly training
  • PvP is open everywhere, including Somerset
  • Gang members do not get weekly training, only field training
  • Repairs to vehicles are based on the gang's stocks of the standard Darkwind commodities: Scrap Metal, Car Parts, and Electronic Parts
    • The gang's mechanic characters will perform the repairs, and their skill will determine what repairs are possible (not sure about this --Wikiadmin 12:56, 26 August 2011 (CDT))


I think this should stay someplace as it breaks down the rules relatively clearly. Not sure where though. --Wikiadmin 11:14, 5 October 2011 (CDT)