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Wind Turbine/Solar Farm Technician (Legal money making)


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There are a few wind turbine and solar panel farms located around the island, just meaningless background scenery. I'm sure the power company would love to hire some new repairmen to keep our lights on, eh? 

Concept: Add a special shop to either Chop Shops or Commodities Trader that sells Power Components, Circuit Boards, and Tool Boxes for a semihefty price. Civs can purchase the components and then go to Wind Turbines, Solar Panels, and Transformer Towers and Repair the system using one of each of the ingredients above. Once repaired, the structure would be fixed for the rest of the restart. Upon a successful repair, the player would receive a Repair Invoice that must then be turned in for cash at the Chop Shop.

Expanded Concept: In the event that the limited number of Wind Turbines, Solar Panels, and Transformer Towers is considered too small, perhaps individual power poles outside of cities or even houses could be repaired using parts, but for a much lower amount. In such a case I'd suggest making a different, cheaper component (just one for file space) and a distinct invoice type that is much lower in value. 

 Suggested Prices
Power Components: $300
Circuit Board: $300
Tool Box: $300
Repair Invoice(Turbine/Solar/Transformer): $2000

Wire Spool: $150
Repair Invoice(Roadside Power Posts/Houses): $300

ALL PARTS CAN BE SOLD BACK TO SHOP FOR SAME VALUE AS BOUGHT

Justification: Most of the legal money making methods are simple gather>process>sell for relatively weak profits. My concept would be a refreshing new activity that wouldn't be so profitable as to challenge the current meta, but would give civs willing to travel a decent mid level money maker that isn't coke. With the seller/turn in being in Chop Shop, repairmen do run a risk of being spotted and robbed/killed. Also, if all components are kept at the suggested price, bandits might be tempted to kill repairmen to sell their parts back for the repairman's initial buy in. And for what it's worth, it would get kids out of the towns to go explore the island a little more. 

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Zurph, Farmer Steve, lukee and 1 other like this
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If it's a totally legal method of making money, why is the Chop Shop involved? You do know a chop shop is a place to sell stolen vehicles for parts... right?

Don't get me wrong, it's a good idea, but that part needs some re-thinking.

8 hours ago, KPD Captain Brandice said:

Also, if all components are kept at the suggested price, bandits might be tempted to kill repairmen to sell their parts back for the repairman's initial buy in.

No one is gonna rob someone to make $300 to $1050.

Edited by Piter De Vries
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15 hours ago, Piter De Vries said:

If it's a totally legal method of making money, why is the Chop Shop involved? You do know a chop shop is a place to sell stolen vehicles for parts... right?

Don't get me wrong, it's a good idea, but that part needs some re-thinking.

No one is gonna rob someone to make $300 to $1050.

A mix of gameplay are Roleplay go into the location choice. In the real world, chop shops don't just openly announce themselves, they use fronts instead. Both of the chop shops are in heavily industrial areas, so it would totally make sense that "officially speaking" those places sell/manage parts while also being a front for a chop operation. The gameplay logic is just to add some minor risk to the activity, much like how oyster fields are legal, but you have to enter turtle field to gather/Wong's to sell. 

As for robberies...Cut diamonds are 400 something a piece. Processed coke is 400 something. Processed weed plants are 700 something. LSD pills are 500, sheets 1,100. People rob quarry, drug fields, and dealers every day. Usually the robbers don't care to sell the stolen goods, its just a "you have it so we want it" mentality. If this is added, you'll see some gang out there checking wind farms for victims. 

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