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Mechanic Change Feedback...


lords8n
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Good job on the mechanic changes. A change has been needed for a long time.
I still don't know if a full-time mechanic will be able to self-sustain off of mechanic work alone without spending a great number of hours at the practice, but we shall see.

A couple of areas of concern...
1) Repairs that don't repair: Currently there are times, that are currently unpredictable, where a repair just doesn't set, and a rerepair must be done. When this occurs it costs the mechanic 30 parts, and then another 'x' number of parts for the final repair that works. Sometime this non-repairing repair that costs 30 parts can happen multiple times in a row on the same vehicle. You can quickly see that this can cause any profit to dissolve into actually costing the mechanic money to perform the repair to completion.

2) Bumpers, Hoods, Trunks, Doors and Other Parts Falling off: After a repair there is a phenomenon that sometimes happens where parts of the car will just fall off onto the ground. Before today we, as mechanics, would simply rerepair, often multiple times, until we get the parts to finally stick onto the car. With this new system this can quickly cost the mechanic to affect a full repair.

3) $150 Vehicle Repair Kits: Any person can repair there own vehicle outside of a mechanic shop for a $150 vehicle repair kit. This will only repair the vehicle to a maximum of 65% Engine. I fear, with the new model more people may become content with a 65% engine until they need to race or do some kind of criminal activity that may require maximum performance for running from the police.

I don't know of any solutions to any of these besides possibly making Vehicle Repair kits only purchasable from mechanicc shops themselves. Probably not a practical or optimal idea, but it's all I can think of immediately.

Hayes Auto is currently running the following new pricing on repairs pending further research...

$700 for repairs up to and including 10 parts.
Any additional parts over 10 will be added to the initial $700 at a rate of $20 per part.

Examples:
1) Repair takes 7 parts: $700

2) Repair takes 18 part: $700 + ($20 x 8 ) = $860

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With the changes implemented today, points 1 and 2 should be resolved. If they aren't, let us know. As for point 3, we will continue to monitor the situation and increase the cost as necessary, or cause repair kits to be less effective on the classes of cars that cost more to repair

 

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18 hours ago, Timr said:

With the changes implemented today, points 1 and 2 should be resolved. If they aren't, let us know. As for point 3, we will continue to monitor the situation and increase the cost as necessary, or cause repair kits to be less effective on the classes of cars that cost more to repair

 

Since tsunami today I have experienced both point 1 and point 2.

For point 1 it went like follows...
I have been doing diagnostics on all vehicles prior to repair to try to learn the formula for calculating parts used.
The vehicle in question was a sports class and diagnosed @ 99 eng, 94 body, 100 fuel.
Upon initiating repair it took 30 parts and went through the full repair with no change to the vehicle.
A re-diagnosis confirmed no change in the damage.
A second repair was performed consuming a further 2 parts.

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3 hours ago, LTAssassN said:

repairs are too much you make 125 passive income if you are just gonna rp for a while and not work you wont make jack. youll fix your car a couple times atleast, losing money just for playing. makes no sense

There's ways to make more than the $125 pay check while roleplaying. Find ways out IC, talk to people. The mechanic is balanced pretty good at the moment.

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