Artisan Archive
Thread: RE: retarded artisans
That might just work actually. Only problem being you might not be able to keep up with more than a dozen or so such repeat customers, resourcewise.
Still, since it is effect, a long-term maintenance contract, rather than a one-off sale, it might work out more lucrative over time. Plus, since you're their 'regular' artisan (if such a thing can even exist
), they're quite likely to stock up on whatever else you make...armour, weapons, furniture, whatever...rather than go to a stranger.
I'd say it's worth going over the numbers, but you'd have to make everything absolutely clear to the customer at the start; i.e, not to go repair, but to come to you, and agree on replacement rates and so on. Also, the incentive would be there to make them last, or not, depending on how often you wanted to see them come back to you. Gives you a measure of resource requirement control. HQ ones would mean people visit less frequently, meaning you could support more contracts with standard resource income, but LQ ones would fall apart sooner, meaning the existing customerbase needs to return more often, buying more but placing higher resource demands.
Work out the numbers involved, and ignore the outrage from the rest of the peanut gallery. Sounds like an interesting concept.
The trouble is, vehicles become irrepairably disabled at about 50% HAM, not 0%.
What? Where you get this information?
Faellyn wrote:
The trouble is, vehicles become irrepairably disabled at about 50% HAM, not 0%.
The 50% is news to me.I wasflying my swoop at 25% ham... with cool fire shooting out the back
. When I did take it to the garrage, it fixed up just fine.
Rai