Badass Dragons of the Wasteland - Round 2

What about half license plates?

75% of my HP leaves me with 13 to buy off this Stretch knobber. Do I have to fork out 7 for 6.5 worth of work?

A cunning player might buy a parts package, roll on out Stretch’s door, make a deal with a Mechanic to fix 'em up to 75%, then roll on back to Stretch to top off repairs to 100% using the same parts package, thus saving a few LPs on labor. And that would be perfectly cromulent, as far as I’m concerned.

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To avoid fractions when it comes to HP, LP, or any stat, let us always round up (or down) to the (customer) player’s benefit.

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That was my thinking.

Well, I need a mechanic to do 8HP of repairs to me to get me up to 75% HP. In return, I’ll keep you alive. Any takers?

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Of coursssse it wasss.

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@funruly @gwwar Hey there, Junior, Channing, looks like I gotta ask y’all to let me renegotiate the repair deal we made.

~scuffs a prosthetic foot in the dirt~

Seems like ol’ Stretch is gonna be pretty tough about guardin’ his turf, so the part of the deal I offered where I said I’d give you repair parts at my own cost +10%… Well, I’m not keen to go to war with him about that.

So this is what I wanna do: I offered y’all my labor at 1/3 the going rate. Can I make up to you the fact I can’t get your parts discounted by cuttin’ my labor costs to 1/4 the goin’ rate?

Stretch’ll fix up 2HP for 1LP. I’ll fix up 8HP for 1LP.

If that sounds like a fair shake, then I’m much obliged to you for bein’ willin’ to renegotiate. If that don’t seem fair, you just let me know what does, and we’ll keep chewin’ on this problem 'til we get it swallered.

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Preliminary Analysis:

All missions have the same gas requirements and favor cars with high engineering. Luck also plays a major role in all missions. Neither SPeed nor ManueVerability seems to figure prominently in any of the missions, so this is going to be an ugly round for Scouts. On the other hand, Escorts should shine on any of the missions.

Missions 1 and 2 require co-operation, while Mission 3 appears to be for those who want to seek glory (and loot) on their own.

Mission 1 needs at least one good mule – with a heck of lot of escorts and scouts. This mission seems tailor made for the great crew that came in from Riverside: Form up around a couple of Mules and blast the shit out of anything in your way.

Mission 2 also requires cooperation, but built around several mechanics. Do not go on MIssion 2 as a Mule or Mechanic unless you have escorts and scouts along to deal with the Google/NSA self-driving security cars .

Mission 3 relies heavily on Torque and Armor, so that may also be a good choice for the mules.


As a group, we have four mules, six scouts, seven escorts, and nine Mechanics – although three of those mechanics have only a single hit point.

The Mules are the precious resource.

We only have four, and at least two are needed on Mission 1. So were really need Junior, Bertie Gomez, Long Haul Raul, and Word to discuss their 'druthers. You four should be choosy about where you go, and who you take with you. We need to hear from you.

With 9 mechanics, we can safely assume that several will sign up for Mission 2, so a Scout or a Escort will probably be fine signing on to mission 2 even before the mechanics commit. What else are the Mechanics going to do? Solo mission 3?

That’s my initial take. I welcome your comments/corrections/clarifications.

Bubba Zanetti “We’re here to meet a friend”

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Van Winkle’d probably rather just find a mechanic who is willing to repair her Porsche to 100% for a decent rate. Apparently, she has 17 LP and needs 2 to be able to drive in CA, so there are 15 avail. She’d happily buy the repair parts for 4 LP leaving 11 left to spend. The little speedster took a hell of a lot of damage – who wants 10LP?

Mission wise, its become clear a little Scout like this has to join a convoy. Where are folks going?

See what Cougar said earlier:

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.
Toecutter would approve.

Indeed, an old “Friend” of mine was something of “Garage whisperer.”

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We have nine mechanics, many of whom are in dire straits. Let’s start talking and dealing. In Particular:

Mechanics, Please use replies to this message to post your rates.

You can request license plates (LP) , services, alliances, whatever.

To get this discussion rolling, I’ll immediately give 1 LP to any mechanic that can take my Lotus Elan from 15 to 29 points. (HP)

Nah, you can drive with NO plates in what’s left of CA… you’ll just be broke. You have 17 to spend!

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questions about the upgrades

  1. How much does each upgrade count against the inventory?

  2. Which upgrades can be bought more than once? For example, it would not make sense to by two Carbon Fiber Hoods, but presumably Drivers can replace as many parts (EN upgrades) as they can afford.

  3. Once bought, are items tradable? Does a mechanic need to be involved?


A summary of upgrades

+2 FP 3 LP. Chain gun
+3 FP 1 LP. Flame thrower. only good for one turn
+1 AR 1 LP Window Bars
+3 AR 2 LP Plating
+3 SP 2 LP Carbon Fiber (No Scouts)
+2 TQ 1 LP Plumbing
+2 MV 5 LP ( mechs also get an extra used tire)
+1 EN 1 LP parts replacement

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Well, I got a deal on the table for Junior and Channing, and I’d feel plumb dishonest if’n I cut someone else a sweeter deal when they was the one’s that kept me alive through Riverside.

If they do take my new offer of 8HP repaired for 1LP payment, then I’d be minded to put out a standin’ offer to any and all for 6HP repaired for 1LP payment.

If they don’t wanna take my new offer, then I can’t rightly make any deals until we get our accounts squared away.

Besides all that, I don’t rightly know how many HP worth of repairs I can actually squeeze in 'fore the next mission, but I’ll work day and night to get 'er right.

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What are the details of ‘escorting’, anyhow?

What benefit does it provide the escorted, what does it cost the Escort?

((ooc: This is a metagame question for @penguinchris and/or @Donald_Petersen and/or @JonasEggeater.

We may need to establish how long it takes a mechanic to repair a hit point. Can mechanics fix an unlimited number of hit points in the down-time between missions, or is there some limit?

IMHO:

If there is no limit (not counting Stretch) then all repairs are going to end up in the hands of the mechanic who offers the lowest price.

If there is a limit, it could generate some juicy RP around apportioning that resource.))

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Well, let’s see. Pure capitalism would dictate that competition drives prices down, but below a certain point it doesn’t profit a Mechanic to perform repairs, since they need LPs for upgrades more than anyone. The Mechanic with the highest stats (or otherwise with the least need for LPs) can monopolize business, unless someone bottoms out to free repairs in exchange for protection, out of sheer desperation. Nobody can go below free, after all.

Following that to the logical conclusion, the price is driven down below profitability, and one by one, the Mechanics are eliminated due to eventually not being able to afford parts anymore. Until there’s only one Mechanic, who can then raise prices to just below the confiscatory repair rates offered by the junkyards.

Seems to me that farsighted customers might see an advantage to not bending the Mechanics over too far when it comes to pricing, right?

Also, Mechanics are smart enough to know what side their bread’s buttered on. If the price offered is too low, they have no problem walking away. Today in particular, Repairs are a seller’s market, since you know they’ll take care of their own Repairs first.

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Escorting (whether by actual Escorts or by Scouts or even Mules) means that the Escort shoulders some of the risks incurred by the escortee. A percentage of firepower that would otherwise be aimed squarely at an unaccompanied Mechanic, for example, would instead fall upon the Escort, should the Mechanic hire one.