100% repair vendors

Post » Sun Apr 03, 2011 7:38 pm

I've heard mention of the "Repair Kits" but I've been following F:NV closely and I don't remember reading about them. Can someone post a link or explain how they work?


They're mentioned in one of the preorder armor packs. I think it was the caravan pack. We don't know how they work, but it's a good bet that they work like alien epoxy in MZ - that is, you can use them on a weapon (or hopefully a suit of armor) to repair it, consuming the item. Whether this is dependent on repair skill or not isn't known at this time.
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Sun Apr 03, 2011 2:16 pm

I voted yes. Only reason I did is because it would help us out in the very begining at obtaining or maintaining our guns at 100% even if we dont have the skills yet. It would also need to be setup to be kind of pricy so at low levels its one of those things where you have to make the decision "do I buy ammunition, supplies, or have this vendor repair my weapon to 100%".

I also wouldnt want them to be all over the place, I wouldnt mind having at the very least one repair shop that can repair your stuff to 100% in every major settlement. Prices should vary greatly based off the person and will give us yet another descision to make, "should I spend XXX number of caps to repair this gun or should I head back to _______ settlement and have that guy repair the same gun for XX number of caps".

Aside from that the 100% vendors would be kind of pointless after you get higher up in the levels but it would greatly help you at lower levels when you dont have the repair skills to obtain a 100% weapon. Given that the repair packs can be used to repair anything (that is how I understood it) even after maxing out your repair to 100% the 100% repair shops wouldnt be worth it for even unique/rare items since the repair kit can repair even that.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Sun Apr 03, 2011 4:54 pm

No.

I don't think I even own a 100% effective item in this over-modern world. I would hardly expect perfection in a Fallout sort of world, where used parts generally over a hundred years old are used to fix abused items.


It happens even in the real world. My 1939 Tula M1891/30 was refurbished back between 1970-1979 and it got a stock off a post 1945 rifle. But mine was well taken care of, I know of a guy that his rifle had parts from a dragoon version, M1891 built between 1891 - 1929 and his was a 1944 year model rifle.

In some cases in the real world when it comes to weapons there are times when old weapons are repaired/refurbished with good parts from an even older weapon.
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Sun Apr 03, 2011 2:35 pm

yes but have it cost 1000 caps so you cant go willy nilly and repair every gun cheap
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Sun Apr 03, 2011 7:15 pm

Nah. I think 100% CND should be more of a luxury. Go through the trouble of maxing your repairskill and you've earned it, don't go and get along with lesser conditions. If there was to be an NPC capable of repairing things to 100%, it should be really expensive to compensate the lack of investing in the skill. In my opinion.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Sun Apr 03, 2011 5:52 pm

Id rather just have a vendor that repairs unique items for a price.Everything else you would have to repair yourself to 100.

I found myself never using unique stuff in F3 because of the repair issue.Hopefully the repair kits are good, making this whole debate pointless.
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Sun Apr 03, 2011 10:27 pm

Alright it always bothered me how you could only really get a 100% condition weapon through only having a skill of 100 repair. This makes any weapon used not to its peak performance, and makes repair always a base skill everyone uses. I think ther should be 2 or 3 special repairmen that can fix an item to 100%. They would only be able to access their 'ability' through enough quests or high enough reputation with certain factions. It just annoying that we can only repair certain weapons and apparel by so much, and their is another problem through this, to fully reach a 100% in a weapon/apparel you have to have copies of it. Thats all in good for common hunting rifles, but what about things like the tesla cannon and or ghoulmask (only so many of them). I just think their should be a second option for non repair route characters, just make it cost a good amount of caps to even use this repair vendor.

Well thats about it, respond on what you think.

And if you think you have a better idea share it please.

even tho there is a low number of surtian idems u can always get it repaired and i like that we can only repair it to so much because if u could just repair it to 100% or more right off the bat then there would be know reason to the skill. thats like you trying to repair somthing you have no skill in or know nothing on how to fully repair it. u cant just fully repair it. u can only repair it so far to were u know
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Sun Apr 03, 2011 7:58 pm

I said no because who in the wasteland would have the know how let alone all the necessary parts to completely fix anything?
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Sun Apr 03, 2011 10:25 pm

lets say they don't give us a full repair vendor. I haven't red as much as some of you on this thread, what platform are the repair kits going to be on? PC, PS3, 360, or all of them?
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Sun Apr 03, 2011 4:45 pm

No, simply because the repair skill would then become useless.


Not necessarily. The repair skill wouldn't cost you caps to fix the weapon. The vendor would.
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Sun Apr 03, 2011 2:56 pm

No.

I don't think I even own a 100% effective item in this over-modern world. I would hardly expect perfection in a Fallout sort of world, where used parts generally over a hundred years old are used to fix abused items.

That's nice but meaningless since 100% doesn't mean perfect it just means best possible under the rules of the game.
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Sun Apr 03, 2011 8:40 pm

i say yes, though they should be rare. Say maybe 3 or 4 throughout the wasteland. Maybe to even gain the option for them to repair your stuff, you'd have to go on a 'mini-quest' to gain their 'trust' first.

+1
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Sun Apr 03, 2011 12:33 pm

I do like the idea that we should have to prove we're not wasting their time with rinky-dink repair work when they have bigger projects to worry about.
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Sun Apr 03, 2011 10:56 am

I don't think I even own a 100% effective item in this over-modern world. I would hardly expect perfection in a Fallout sort of world, where used parts generally over a hundred years old are used to fix abused items.
I can agree with that... I'd point out that some folks can fix a thing better than it was brand new (there is even a savant in New Reno for that matter that can improve a plasma rifle with found parts and modified junk).

I'm not in favor of many 100% repair vendors, but am not opposed to a few special ones.
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Sun Apr 03, 2011 11:04 am

No, simply because the repair skill would then become useless.

As opposed to the current scenario in which repair is essential? It should not be mandatory to raise Repair on every character, regardless of whether doing so fits that character's concept or not, but the degradation mechanic insures that this is the case.

What folks are looking for is a method for achieving full repairs to their gear without having to max Repair. Besides, the presence of a NPC who can repair items to 100% would not make the Repair skill useless, but rather give players a choice: do you raise Repair to max and save on service fees, or is your character 'mechanically declined' and has to shell out to get stuff fixed to any decent degree.

One obvious potential problem with having such a NPC is that an endless supply of loot to cash in means that service fees eventually become trivial to afford unless one uses really valuable items all the time. On the other hand, if the fees scale inversely with one's Repair skill then someone who never invests in Repair will be shelling out quite a bit of cash on a regular basis, which will at least partly address the issue by draining the player's cash supply. The obvious response to that is that it would hose low-level characters who do not yet have a bankroll that needs draining, but then such characters aren't likely to be using anything all that valuable in the first place. If they somehow are using such an item, then Repair Kits can be used to at least keep the weapon in decent condition until such time as full repairs can be afforded.
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Sun Apr 03, 2011 4:40 pm

As opposed to the current scenario in which repair is essential? It should not be mandatory to raise Repair on every character, regardless of whether doing so fits that character's concept or not, but the degradation mechanic insures that this is the case.

What folks are looking for is a method for achieving full repairs to their gear without having to max Repair. Besides, the presence of a NPC who can repair items to 100% would not make the Repair skill useless, but rather give players a choice: do you raise Repair to max and save on service fees, or is your character 'mechanically declined' and has to shell out to get stuff fixed to any decent degree.

One obvious potential problem with having such a NPC is that an endless supply of loot to cash in means that service fees eventually become trivial to afford unless one uses really valuable items all the time. On the other hand, if the fees scale inversely with one's Repair skill then someone who never invests in Repair will be shelling out quite a bit of cash on a regular basis, which will at least partly address the issue by draining the player's cash supply. The obvious response to that is that it would hose low-level characters who do not yet have a bankroll that needs draining, but then such characters aren't likely to be using anything all that valuable in the first place. If they somehow are using such an item, then Repair Kits can be used to at least keep the weapon in decent condition until such time as full repairs can be afforded.


Maybe 100% CND should be made more like a reward and not something to take for granted. Meaning, a fully repaired weapon would be something to strive for instead of CND just being an annoying number that really bears no significant impact as long as you keep it somewhere above 25-30% (like in FO3). Get a 100% repair and you've actually earned something instead of toyed around a bit with convenience. That should, of course, mean no 100% rp NPCs, bigger impact from the CND values, lower degradation rates and balancing the impact, but in the end it would be rewarding but not essential to raise up repair.
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Sun Apr 03, 2011 11:01 pm

I can agree with that... I'd point out that some folks can fix a thing better than it was brand new (there is even a savant in New Reno for that matter that can improve a plasma rifle with found parts and modified junk).

I'm not in favor of many 100% repair vendors, but am not opposed to a few special ones.

I all for the 100% repair vendors with many of the limits already mentioned. Limited numbers. Faction specialized. Expensive. A quest to gain access. And one more caveat-
Limited knowledge ie: This guy does energy weapons, this one only does combat armor, and another only repairs clothing etc etc. If you want access to high end repair it's gonna be resource consuming but availible.
And Maybe not even 100%, maybe 90%. Thus you still have motivation to ride that repair skill but it does't HAVE to be primary skill dump.
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Sun Apr 03, 2011 5:05 pm

i always felt like i had to tag repair lockpick and small guns and get those as high as i could with my first 3 or 4 level ups because they were so essential no matter what kind of character build i was trying to make so if there is a way around any skill im all for it but maybe not 100% even at 80% you can get pretty much full capability out of what ever you choose to have repaired ... i dont know what the caravaners repair skill was after dumping money into them but if i had them fix something for me it was about 80-90% and that was fine with me
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Sun Apr 03, 2011 10:51 am

...And one more caveat-
Limited knowledge ie: This guy does energy weapons, this one only does combat armor, and another only repairs clothing etc etc. If you want access to high end repair it's gonna be resource consuming but availible.


Utter brilliance. :)
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Mon Apr 04, 2011 12:39 am

i want there to be a perk one of the very last available probably the last at lv 30 that allows u to fix something without another one

the requirements 100% repair 10 intelligence
User avatar
Jack Moves
 
Posts: 3367
Joined: Wed Jun 27, 2007 7:51 am

Post » Sun Apr 03, 2011 8:25 pm

Personally I don't really care, but imho they should charge a ton caps + you can't sell or buy anything from that person. Plus if you kill them that's it you killed your one guy to repair your stuff to 100%.
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Sun Apr 03, 2011 6:31 pm

100% repair vendors for common items and low value items. Things like PA and plasma/lazer weapons, I don't want some wastelander vendor living under a bridge to know the first thing about repairing them let alone fixing it 100%. 100% fixing vendors that can fix PA and Plasma weapons/Lazer weapons. They should be really rare and cost alot of money. Could also have something where you need to find the parts first to fix it. Or they say "sure I can fix it, come back in a month and bring alot of money with you."
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Sun Apr 03, 2011 2:17 pm

100% repair vendors for common items and low value items. Things like PA and plasma/lazer weapons, I don't want some wastelander vendor living under a bridge to know the first thing about repairing them let alone fixing it 100%. 100% fixing vendors that can fix PA and Plasma weapons/Lazer weapons. They should be really rare and cost alot of money. Could also have something where you need to find the parts first to fix it. Or they say "sure I can fix it, come back in a month and bring alot of money with you."

Well I'm thinking mostly of mundane apparel and weapons, not energy or PA. But if their is a PA/energy wepons guy it should be in the BOS or something. After enough good rep with them and a couple of side quests they could open their services. And I think NCR would have a NPC repair vendor for guns and combat/leather armor. And CL would be around more melee type weaponry and such. But yeah different weapon/apparel vendors would make sense.
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Sun Apr 03, 2011 11:19 am

100% repair vendors for common items and low value items. Things like PA and plasma/lazer weapons, I don't want some wastelander vendor living under a bridge to know the first thing about repairing them let alone fixing it 100%. 100% fixing vendors that can fix PA and Plasma weapons/Lazer weapons. They should be really rare and cost alot of money. Could also have something where you need to find the parts first to fix it. Or they say "sure I can fix it, come back in a month and bring alot of money with you."

In FO1 there is a guy in the BoS base who does their PA maintenance, and you can get a set of PA from him if you can obtain a certain part from the quartermaster to make it operational without tipping said quartermaster off as to why you need the part. Of course, at this stage in your BoS membership you're not really supposed to be able to get PA yet, but characters with a high Speech or Repair skill can pull it off and get a suit 'ahead of time' (you eventually do get one as a reward later on).

Now, FO1 does not have item degradation, but it only takes a couple of minor tweaks to change it from Reward=(item) to Reward=(Repair unlocked) for use in the current setup.

Maybe 100% CND should be made more like a reward and not something to take for granted. Meaning, a fully repaired weapon would be something to strive for instead of CND just being an annoying number that really bears no significant impact as long as you keep it somewhere above 25-30% (like in FO3). Get a 100% repair and you've actually earned something instead of toyed around a bit with convenience. That should, of course, mean no 100% rp NPCs, bigger impact from the CND values, lower degradation rates and balancing the impact, but in the end it would be rewarding but not essential to raise up repair.

In order for CND to stop being an 'annoying number', performance and CND would have to have nothing to do with each other, which would nullify the mechanic in the first place. As long as CND affects performance (and it should) there needs to be a way to counter the wear incurred during combat. Now, I would agree that it should perhaps be a bit more difficult than simply adding two nearly worn-out copies to the one you are wearing to get back to max CND, however I would not necessarily say that 100% CND should be a reward in the traditional sense of 'You accomplished , now you get ' so much as a reward in the sense the getting either Barter or Repair to 100%, and thus being able to get 100% CND, gives meaning to developing a character along those lines. As a side benefit this would give incentive to raise Barter, which in FO3 is utterly useless, since a high Barter would mitigate repair fees via either increased profits from sales or adjustment of the fees themselves.
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Sun Apr 03, 2011 9:34 pm

snip.


Yes, I know this. I have been playing FO1 since it was new.

I just want PA to be like that again. I don't like how in FO3 every wastelander knows how to fix it even if it's not a 100% repair.
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

PreviousNext

Return to Fallout: New Vegas