CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Trading Cars with Factions #73797

Open Brroleg opened 1 month ago

Brroleg commented 1 month ago

Is your feature request related to a problem? Please describe.

Since cars are such big part of this game, they should be included in every game mechanic possible. It would be logical to include them for trading as well.

Solution you would like.

Obviously you should be able to trade them only with faction bases. For car to be tradable it should have all basic parts, including muffler, and all parts should be in pristine condition. There should be some dedicated zone within faction base territory where you park your car if you want to trade it. Factions also should have 1 or 2 pristine cars for sale. Also faction cars around their bases should not be allowed to be stolen or dismantled easily. Maybe faction cars should have special advanced safety system which would trigger even if you enter it or touch it with a tools and every faction member should get alerted.

Describe alternatives you have considered.

No response

Additional context

No response

MNG-cataclysm commented 1 month ago

What if we calculate car price based on the sum of its parts (via item JSON), multiplied by some value dependent on what capabilities it has? This would account for damage and third-party modifications. For example, a truck would just be worth the sum of its parts (assume $10,000 for this example), multiplied by, say, 2. This multiplier could be increased by having something like a working AC system (+ 0.75 to the multiplier) or running water (+ 0.8 to the multiplier. This would make RV's and tricked-out cars worth a lot more than their base counterparts.

TheSaddestGoomba commented 1 month ago

If possible, vendors should have different thresholds of what condition is acceptable. Perhaps the refugee center will accept junkers to be scrapped or integrated into a defensive perimeter, but the Isherwoods are only interested in something that's in good working order.

github-actions[bot] commented 2 weeks ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

zachary-kaelan commented 1 week ago

What if we calculate car price based on the sum of its parts (via item JSON), multiplied by some value dependent on what capabilities it has? This would account for damage and third-party modifications.

Well basically what you did was just went out, got one of many random vehicles that are strewn everywhere, made a few quick fixes to get it running, and brought it back, which you can do a bunch of times in a row pretty quickly and early on in the game. Also, the parts in the vehicle aren't worth as much as they would be if the vehicle is going to be used for scrap, as it takes extensive manhours to remove those parts, and many of those parts can be gotten elsewhere much easier.

When it comes to trading, I would divide vehicles into two categories: suitability for scrapping and suitability for modification and use. For scrapping, the worth of each part has a "labor cost" subtracted, based on the time, skills, and components required to remove it and repair it to full durability.

For modification and use, overall condition of the vehicle is an important value, with the worth of the vehicle dropping exponentially as the condition gets worse. Things like storage volume, number of seats, speed, handling, and combat readiness would make up most of the worth, with a minimum value of like $100 just for being a working mode of transportation.

The bigger of the two would be the designated worth of the vehicle.

zachary-kaelan commented 1 week ago

I used the Beetle car as an example, because it's the most common car to spawn functioning, and did a basic formula, subtracting the "labor cost" of removal and repair (15% average for light damage) with the cost being $8/hr and going up with required mechanics skill, and got around $48 total.

Worth summary:

This seems pretty reasonable for a Beetle with light damage, and wouldn't be much higher for most of the basic cars.

zachary-kaelan commented 6 days ago

74511 would be really useful for this.