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[[Link title]]== '''Darkwind:Scavenger - more apocalypse, less country-club''' ==


Darkwind:Scavenger is a new game within Darkwind.
== Guide to Camp Building ==


In DW:Scav, there is no money. Stuff breaks much faster. You will find yourself scrounging up enough food and water to survive, and feeling lucky if you can field a not-too-badly worn pair of machine guns on your car.
Not necessarily the right way to do it, but this is the way I did, hope its useful. Bear in mind my camp is near FL so your maps may be different depending on location.


Life in DW:Scav is short and harsh - it returns Darkwind to its post-apocalyptic roots. More apocalypse, less country-club.
== Before you start ==


To create your Scavenger gang, you must be a Darkwind Subscriber. Open your 'My Gang' page and you will see a button to create your Scavenger gang, which will operate as a separate gang to your regular Darkwind gang.
1.Save, save, and save some more. Understand that you may win a camp auction but have you got the cash to build the camp. Whilst your crews are busy taking stuff to camp they are not scouting or racing to earn money. Make sure you have lots of reserves as it will be a while before you start manufacturing and selling. My camp cost about $24,000,000 at auction and then you need to consider building materials costs, fuel to get your convoys to camp and back, weekly gang costs whilst you are not earning in other activities (if focusing solely on camp development).  


== Startup ==
2.Get good and moving lorry squads. You will need lots of trips to build a camp. I had three squads and used the following:
When you sign up for DW:Scav you will find your lockup in Somerset already stocked with some of the basics to keep you going for a little while. A very little while. You get the following:


10 x Water Bulk Goods Units
1xFlash:
10 x Food Bulk Goods Units
Flash, 2L rotary engine, A armour: F:8,Re14,L10,Ri10,T6,B8, Re:FOJ, 4 reinforced tyres, 1 driver, cargo: 2 reinforced tyres, 1 FOJ ammo, 2 fuel tank. The driver of this vehicle should be your scout. Use the best scouts you have as there is more chance of trucing encounters rather than having to fight them.
10 x Cans of Fuel
10 x Car Parts Bulk Goods Units
10 x Scrap Metal Bulk Goods Units
6 x Machine Gun Magazines


Your scav gang starts with 8 loosers...erm gang members with a variety of [[skills]]. Each gang member requires 0.75 units of food and water every thursday morning otherwise they will start to become ill - their percentage activity will reduce. Depending on your [[leadership skill]] you can recruit more gang members from Dexters, or other taverns in other towns once you get farther afield. Of course this is more mouths to feed! It doesn't matter where the food and water is located across the towns of evan, as long as you have enough for the total of your gangers.
2xLorry:
Lorry, 9.4L engine (exposed),A armour: F:40,Re50,L40,Ri40,T15,B15, F:HSS, Re:HMG & HFOJ, 4 reinforced tyres, 1 trucker and 1 large gunner, cargo: 4 reinforced tyres, 4 HMG ammo, 4 HFOJ ammo, 4 HSS ammo, 150 fuel tank. This leaves space for about 1860 bulk.


== Town Events ==
1xApache:
You can enter a town event as usual in DW:Scav. Don't forget to select an event where vehicles are provided or you may find you accidentally signed up with a wreck that you recently looted! There is no fee to enter these events.
Apache, 3.2Lv8 engine, B armour: F:19,Re:33,L30,Ri30,T:10,B9, Re:2xHMG, 4 reinforced tyres, 1 driver, 2 large gunners, cargo: 4 reinforced tyres, 4HMG ammo, 2 fuel tank.


Scav gangs may find them selves pitted against normal DW gangs as well as NPCs and other scav gangs.
Set up towards the rear of the circle so that if the enemy spawns in front of you you have more space to turn around. Give your vehicles space between them to turn around without crashing and try to arrange them so that the lorries and flash are at the back dropping FOJ. If you have to turn around make sure there is a route for your Apache to get in front of the lorries to avoid their FOJ. When enough FOJ  has been deployed let the apache drop to the rear to take out any persistent offenders. You need good large gunners for this because the penalty for rear firing means at 70 to 100m it is probably easier for the enemy to hit you than it is for you to hit them.  


If you are eligible for a prize you will randomly receive something -  from paint rifle ammo to food, it really could be anything. It appears that you may be more likely to win particular prizes in different towns.
3.Have at least 4 mechanics trained to 100 or more. The more you have the easier it will be as you will get more mech points and therefore be able to repair your lorry squads more at camp, before heading back to town for more materials.


4.Have a stock pile of building materials at the town nearest your camp. Not essential but if you have it all ready you weill not need the money later on and if it is at the nearest town you will not have to worry about moving it. If you have loads of building materials elsewhere it may be worth it to simply sell them there and buy near your camp instead.


== Vehicle rentals ==
If you feel ready to hit the highway you can borrow one of 3 cars from your gang Vehicles page:


[[Desert Flame]]: an entry-level musclecar with car rifle and machine guns.
== What to build  ==


[[Mutant Marauder]]: a pickup packing twin Rocket Launchers, and side-mount Machine Guns.
1.I built a mech shop first because you may need to repair vehicles damaged on the way to camp, and to protect your vehicles if you stay at camp overnight. Your camp mech rating defines how much CR of vehicles your camp can accommodate overnight. If it is not high enough (when you start out it they at camp over night. Therefore it is a good idea, if you can, to send enough lorries with enough stuff to build a mech shop in one go, drop it all of at camp and set off back before night (roughly 00:15 each day). If your vehicles are on the way back to town they will not be damaged because of insufficient mech rating, although any vehicles left at camp will suffer the damage.  


[[Eliminator]]: a sizeable sedan bristling with machine guns.
For this reason it is important to try and minimise any damage to your vehicles on the way to camp. If one or more is damaged so much that you dont want to send it back consider the damage it will take just form staying at camp overnight with insufficient mech rating.


These vehicles are the best you can expect to get as a scav, they will not be operating on all cylinders! Go get your own if you want better!
Don't forget to take sufficient fuel for the journey home!


== Scouting ==
Mech shop needs:
Scouting or travelling as a scav gang works the same as for normal DW scouts but scavs and normal gangs can not scout together. It is ill advised to scout by yourself in normal DW, this is even more important as a scav gang.
$50,000
600 stone
200 scrap metal
200 car parts
20 electronic parts


The enemies you come accross as a scav gang will also be in various states of repair.
If taking all this in one go, including fuel for the return journey, you would need 7 lorries. Alternatively, as stone an scrap metal don't get damaged when left out overnight you could take that first and come back for the other materials in the second trip.


Should you successfully defeat your opponent you will be presented with the looting page as usual. You will find that weapons salvaged are not 100%.
2.In order to leave some fuel and ammo stored at camp for the return journeys, and to protect the building materials that do decay I built a lock up next.


Don't forget you may have a return encounter, looting vehicles with damaged engines could be risky!
3.Depending on what natural resources your camp has may define what buildings you build next, I built a stone plant and then a house (to get workers for the stone plant) so that I have a supply of stone coming in daily, reducing the need for lorries, although not by much - with low stone resources and 1 stone plant I only get 40 stone per day at this point.


Whilst it may be desirable to scout for traders to plunder, bear in mind you may upset the local Civ faction. If the local militia become too upset they may not let you escape into Somerset. This may not seem important but remember with damaged cars looted you may need to escape rather than fight!
4.I found that I didn't have enough mech rating to protect vehicles over night or to make sufficient repairs to my vehicles so I built another Mech shop. Now with 2 mech shops I had a mech rating of 33 with the following mechs:
131,126,116,101,56,15,13,7 - clearly room for improvement! This gave me about 560 mech points to make repairs with. Note the following repair "costs" from mech points:


If travelling to other towns make sure you consider the fuel to get back or carry on you plans out in the wilderness - there may not be any fuel where you are going!
1 pt B armour on Apache 5.7
1 pt A armour on Apache 22.8
1 pt A armour on Lorry 6.8
1 pt A armour on Buzzer 36.4
1 pt A armour on Flash 20.8


== Trading ==
I know seem to have enough CR to accommodate my vehicles over night without damage and, leaving a lorry at camp to store stuff, and 6000 bulk space in buildings I seem to have just enough space to keep ammo, fuel, food, a few spare weapons just in case, and car parts and electronic parts for building.
Trading is key in DW:Scav as it is unlikely that you can get by solo. In the market place you can list your items for trading and add sellers notes, perhaps to say what you are looking for in return. Beware. There is an element of trust with trades. If you give someone the password to "buy" your items on the promise of a password to their goods in the trade its possible they may not. This doesn't happen often as offenders will get a name for themselves and an inability to trade could be catastrophic!
 
5.Next, for similar reasons to building a stone plant above, I built a metal plant and a house. With medium metal resources this may negate the need for me to bring in any scrap in lorries.
 
6.With fuel resources at camp I built a house and 4 oil plants (as you only need 5 workers per oil plant and a house gives 20. This means I don't have to bring fuel to camp, and now in fact I am exporting it for sale! finally a return on investment!
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