The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Scribe Yearling in Airlington Library

Have something to say about Tale of Two Wastelands or have an idea for a new feature? Let us know here.
User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Re: Scribe Yearling in Airlington Library

Post by Risewild » Wed Dec 05, 2018 5:24 am

It is not hard to get materials for a Weapon Repair Kit, though. You can buy them all from Old Lady Gibson (you can even sometimes be able to get enough to make two of them in one go), they are very cheap and will probably cost less than 50 caps in total (depending on Barter skill). Old Lady Gibson inventory respawns every few days, so it is a cheap and easy way to get the materials.

The Gun Runners not only sell materials to craft the Repair Kits but also sell them already assembled for an average of 50 caps or so too (depending on Barter skill, it can be even lower than that). Their shop respawns stuff twice a week.

So if a Courier wants to keep their weapons in shape, all they have to do is visit those two stores twice a week and they will be able to get unlimited Weapon Repair Kits for quite cheap.

This becomes more accentuated when we realize that when we sell tier 3 weapons (that require a skill of 50), we will usually get 500+ caps even in 50% condition (probably more than 1000, but for that I would have to calculate each individual weapon value and take into consideration Barter skill). 500 caps allows to buy 10 weapon repair kits or materials to make 10 of them.
If the Courier's has a repair of 50 (minimum skill to be able to craft the repair kits), each will restore 20% durability of a weapon. With 10, you can repair 200% durability on any weapon, since most players will not let their weapons go below 20% without repair, that allows to max the HP using 5 kits, so you can repair to full HP an average of two weapons. If you sell a weapon with full HP and have a Barter skill of 20, you will be selling the weapon at 54% it's base value, which for tier 3 weapons would be an average of 1000 caps, which would then allow to buy 20 Kits or material to craft 20, which would then double all the above, and it is an eternal money doubling scheme as long as you keep finding or buying damaged weapons to repair. :D

But I see stuff like that as playing a chore and not a game. But if a player wants to go through it and collect the rewards, then who am I to stop them? :lol:
One of the good things about allowing an open game like TTW is for players to find their own way of playing the game. If they see a reward in doing what others consider "chores" or a boring way of playing, then they can do it and have fun :D .

And yeah, it is better made as a balancing mod, that way the player can choose if they want the "unbalanced" economy of an unmodded FO3/FNV game, or if they want to balance it somehow 8-) .

I mentioned how completing Operation Anchorage right out of Vault 101 is totally unbalanced and screws up not only the economy, but also the game difficulty, by giving the player a very good Power Armor and the means to wear it. If such a mod would be made, they should block the player from completing this DLC early, same goes for Mothership Zeta, because all the Alien equipment is worth tons of caps.
And they are both DLCs that can be finished with a low level character. :o
Signature:

Post Reply