Talk:Scavenger
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)