From RD: Engine parts

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Surly
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Postby Surly » Sat Jan 27, 2007 2:17 am

Somehow "meh" pretty much covers my enthusiasm for all these labour intensive "advancements" that are working hard to set the dying English areas firmly on the road to decline...
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Missy
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Re: From RD: Engine parts

Postby Missy » Sat Jan 27, 2007 3:08 am

wichita wrote:
wichita wrote:The materials will stay the same, there will likely be a few new tools (mostly some currently cheap but unused ones) added to the process, and the total assembly times will be trimmed down from the current ones by a day or so.


Advantages:
It lends itself to specialization. We could actually have engine factories if the players wanted to.

Parts could be manufactured on site where the resources are located and then distributed, rather than simply hauling resources off to the assmebly site.

It adds another level of realism at decreased net labor to the character.


It will add nothing? :?

Right now the guy building the vehicle has to climb into the vehicle and sit there for several days installing the engine. Might be fine for the bus if you can get 15 people in there to crank out an engine in a few turns, but for most vehicles, one or two guys would have to sit there and spend an afternoon on it.

In parts, three guys could be working on cranking out parts to hand to the installer, who is a fourth guy that slaps them together inside the vehicle in a day. Now we can have an assembly line. Vehicles get built faster in that system than they would without it.

At the very least it takes one less day to build an engine.




Where you gonna see these assembly lines at again? They're all out looking for oil so we can make fuel, silly.

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dryn
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Re: From RD: Engine parts

Postby dryn » Sat Jan 27, 2007 3:16 am

[quote="wichita"]
Right now the guy building the vehicle has to climb into the vehicle and sit there for several days installing the engine. [quote]

Why don't you make it so that you can install it from the outside? Afterall, I assume, that the engine is under the hood not under the seat, so it makes sense.
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Nosajimiki
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Postby Nosajimiki » Mon Feb 05, 2007 7:37 am

Motars don't have to be component based to hold this advantage. Just make them as a carriable object similar to tires since they only wiegh a few kilos anyway. That way you can manufacture and export them if you so choose, though honestly, even places with this option would likely still have merchants showing up with just enough trade goods for a small dose of magnisum. If motars are made component based then you should have a base motar that is produced like an engen A, then other parts that can be attached to it to increase speed, fuel efficency, torque(maximuim cargo load) etc as upgrades without needing the production of a new engen.
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wichita
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Postby wichita » Sat Feb 17, 2007 6:10 pm

This has been added now, with the minor compromise to the original plan that rather than three parts, we have created new objects in semi-finished goods that will serve as the collection of parts for each engine. They can be constructed anywhere, then rapidly installed in the vehicle of interest.
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