Workshop (no ontology)

From Mazeworld

(Difference between revisions)
(Rules of a workshop)
(Rules of a workshop)
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* ''Gunsmithing services''
* ''Gunsmithing services''
** [[Maze Customs]]: Weapon customization service
** [[Maze Customs]]: Weapon customization service
-
** Sells '''1d6''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.
+
** Sells '''2d6''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.
-
** Sells '''1d4-1''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK
+
** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK.
-
** Sells '''1d4-1''' [[Weapon maintenance#Care and repairs|Melee weapon Repair Kits]], 600 P$ per MRK
+
** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Melee weapon Repair Kits]], 600 P$ per MRK.
** [[Firearm maintenance]]: '''Repairs''' firearms according to the following formula:
** [[Firearm maintenance]]: '''Repairs''' firearms according to the following formula:
*** '''(11 - (DV))*2 P$''' per 1% to repair (On a DV+0 gun, repairing 50% = '''1100 P$''')
*** '''(11 - (DV))*2 P$''' per 1% to repair (On a DV+0 gun, repairing 50% = '''1100 P$''')

Revision as of 23:56, 6 November 2017

Engineer redirects here.

A workshop is a business in Mazeworld specialized in all matters related to crafting and gunsmithing. People in charge of workshops are called engineers.

Engineers are not simply workshop owners, but are people charged of various other tasks in the Mazes as they can notably be found in electrical rooms, watching over the power controls and ensuring the well-being and proper functioning of machinery, factory lines and anything else requiring power in the Mazes.

Engineers, similarly to scientists and Science Teams, may belong to one of many Engineering Teams. The entirety of all engineers is sometimes collectively referred to as the Engineering Corps.

  • Workshop ET - Specializes in crafting, repairing, maintaining and customizing firearms, as well as certain other related hardware. Workshop engineers are Maze Customs qualified by requirement.
  • Power maintenance ET - Specializes in overwatch and maintenance of electrical rooms, power network systems, and ensures that the Mazes' sectors are supplied with energy.
  • Water maintenance ET - Specializes in overwatch and maintenance of UA water recycling plants and natural water processing units, plus all related piping and equipment, ensuring that the Mazes' sectors are supplied with water.
  • Computer systems ET - Specializes in administration, maintenance and overwatch of computer systems, networks, hardware and software. Some specialize in watching and maintaining the Mazes' intranet and the relevant infrastructure. They are also notable for setting up and programming FL/HS locks.
  • Production ET - Specializes in conception and mass production of products in the Mazes, and typically oversee factory rooms, or some other form of production area; this team is further divided in subtypes depending on the products they oversee, such as firearms, food, packaging, clothing, and so on.
  • Proving Grounds ET (AKA the "PG Team") - A rarely seen type of engineer in the Mazes, Proving Grounds (or simply PG) engineers are responsible of research, development, and testing of new technologies. All of the new weapons, accessories, or pieces of gear are first tested by the PG Team.
  • Building ET (AKA the "Bees" or "B's") - Another rarely seen team, they typically act outside of the inhabited sectors as their job is to construct, maintain, and repair the rooms in various sectors. They work in conjuction with Power maintenance engineers, and are the ones who bring light, furniture, hardware, and facilities to life, transforming barren, empty room sectors into inhabitable areas.
  • Mining ET - A special engineering team whose members are usually not referred to as engineers but instead, and as the name may imply, as miners. They work in the Mines, extracting metals, minerals, gemstones and other similar resources to be later used for production. Miners get different equipment from other engineers due to the special nature of their job.

Skills: All engineers possess Crafting Level 4 by default. ETs may also offer extra skills:

  • Workshop engineers: Repair Level 4 and Handloading Level 4.
  • Mining engineers: Mining Level 4

Note: An engineer outside of a workshop does not sell anything.
Typically, an engineer is paid 145 P$/day for their work, plus bonuses depending on their specific line of work.

Rules of a workshop

  • Accepts credit
  • Accepts valuables and will exchange them for money or credit
  • Crafting services
    • Sells 6 random blueprints
    • Sells 12 random crafting ingredients
      • On top of the 12 random crafting incredients, also sells 1d5-1 extra mobile phones and 1d6 extra mobile phone batteries.
    • Sells 1d6 crafting toolkits.
    • Has a 50% chance to sell one random Handloading kit. (Pistol calibers: 2000 P$ - Rifle calibers: 3000 P$ - Shotgun calibers: 2500 P$)
    • Has a 50% chance to sell one Lockpicking kit. (600 P$)
    • Only sells one exemplary of every blueprint displayed
    • Sells 1d8 of each crafting ingredient item displayed
    • Buys back all items for 50% of their value.
    • May sell special items if proper documentation is brought: see this section.
    • Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)
  • Gunsmithing services
    • Maze Customs: Weapon customization service
    • Sells 2d6 Gun Cleaning Kits, 300 P$ per GCK.
    • Sells 1d4 Gun Repair Kits, 800 P$ per GRK.
    • Sells 1d4 Melee weapon Repair Kits, 600 P$ per MRK.
    • Firearm maintenance: Repairs firearms according to the following formula:
      • (11 - (DV))*2 P$ per 1% to repair (On a DV+0 gun, repairing 50% = 1100 P$)
      • GL: Costs 50 P$ per 1% to repair. RL: Costs 100 P$ per 1% to repair.
    • Firearm maintenance: Cleans firearms according to the following formula:
      • (11 - (RV))*1 P$ per 1% to clean (On a RV+0 gun, cleaning 50% = 550 P$)
      • GL: Costs 30 P$ per 1% to clean.
    • Melee weapon maintenance: Repairs melee weapons depending on their base material and according to the following formula:
      • x P$ per % to repair - where x depends on the base material of the weapon
      • Base material costs: Steel: 18 P$ ; Iron: 9 P$ ; Wood, Plastic: 6 P$ ; Leather, Cloth: 2 P$ ; Any other material: Cannot be repaired

When threatened in their workshop, the engineer will not hesitate to defend themselves with their personal weapons.
Threatening or attacking an engineer can give the contestant a code orange, and killing one can increase it to a code red.

If an engineer dies, they will drop the following:

Miners instead carry the following:

  • Load-bearing gear: Dump belt + Field pack + 1x Condor MA65 mag rig
    • 2 extra, full 30-round STANAG magazines
    • Detonator

Custom weapons

More information: Maze Customs

As an expansion of their workshop services, engineers are also qualified to offer Maze Customs services. The Maze Customs atelier uses workshop and engineering hardware to modify, enhance, and customize firearms for clients who would like to enhance further their weapons. The service is available to contestants, who may bring certain firearms to the atelier to have them customized.

Engineering specifications documents

Engineering specifications documents, or simply specs docs or specs files, are special files containing unique instructions and blueprints which can only be used by Workshop engineers. When taking a specs file to the workshop, the engineer will keep it and study it, in order to tell the Contestant what can be built with this or these items. The knowledge is then spread among all engineers in the Mazes, so that every Workshop can offer these items for sale on the market. Every workshop will carry 1d2-1 of each such "unlocked" items, sold at the prices and quantities listed below.

A specs document weighs 0.01 unit.

List of special items that can be built with specs files:

  • Composite trauma plates
    • Files required: #BC337 and #TP212
    • Cost: 2800 P$
  • Vollmer HK51-B machine gun (total weapon conversion)
    • Files required: #FJ051
    • Other requirements: Both a H&K G3A3 and a H&K HK21
    • Cost: 700 P$ (sold without belt, will have the belt that was attached on the HK21, if any)
    • Weapon event line: [Weapon] Class 2 - R7/Unique - Vollmer HK51-B machine gun | 7.62x51mm NATO - Semi/Full - 8.9" - RS | AutoROF: 8 | Thread(Std), Optic[n/a,HK-S] | M13 belt, 50 rounds | Weight: 9
  • Honey Badger combat rifle
    • Files required: #SR320
    • Cost: 2000 P$ (sold with an empty magazine)
    • Weapon event line: [Weapon] Class 2 - R7/Unique - Honey Badger assault rifle | .300 AAC Blackout - Semi/Full - 6" - RS | AutoROF: 7 | Silencer(I), Optic[n/a,NATO-S] | STANAG 30-round mag, +1 | Weight: 9
  • LWMMG machine gun + proprietary LWMMG belt
    • Files required: #PF617, #RD196
    • Cost: 5000 P$ (sold with an empty belt), and 2000 P$ for an extra belt
    • Weapon event line: [Weapon] Class 1 - R7/Unique - LWMMG machine gun | .338 Norma Magnum - Semi/Full - 24" - RS | AutoROF: 4 | Thread(Std), Optic[n/a, NATO], LRail[n/a], LRail[n/a], Bipod(I) | LWMMG 50-round belt | Weight: Unsparable
      • All light mounts on this weapon are Large, which are compatible with all Light mount accessories.
    • Ammo belt event line: [Ammunition] LWMMG ammo belt, .338 NM/.338 LM, 50 rounds - [0/50] - Weight: 2+(variable)
  • DP-12 "Super Shotgun"
    • Files required: #DP008
    • Cost: 3000 P$
    • Weapon event line: [Weapon] Class 2 - R7/Unique - DP-12 "Super Shotgun" shotgun | 12 gauge - Pump-action (x2) - 18" - S | M.Brake(I, x2), Optic[n/a, NATO], Foregrip(I) | Internal tubes, (2x7) 14 rounds, +2 | Weight: 18
  • LMG11 machine gun (total weapon conversion + proprietary ammo cassette)
    • Files required: #ON504, #KM991
    • Other requirements: A H&K G11K2
    • Cost: 2000 P$. Comes with one free, empty 300-round cassette. Extra cassettes cost 400 P$.
    • Weapon event line: [Weapon] Class 1 - R7/Unique - LMG11 machine gun | 4.73x33mm Caseless - Semi/Burst3/Full - 27" - S | AutoROF: 4 | Optic[RFX](I) | LMG11 300-round cassette, +1 | Weight: 18
    • Cassette event line: [Weapon accessory] Magazine: LMG11 300-round ammo cassette. Size tier: X.Large ; Weight: 3
  • XM2XI X-Shotgun (total weapon conversion)
    • Files required: #XR329
    • Cost: 1000 P$
    • Weapon event line: [Weapon] Class 1 - R7/Unique - XM2XI "X-Shotgun" shotgun | 12 gauge - Semi-auto - 21" - S | Thread(Std), Optic[n/a,NATO-S], LRail-L[n/a], LRail-L[n/a] | Internal tube, 25 rounds, +1 | Weight: 22

List of specifications documents:

  • #BC337 - Cutting and shaping boron carbide into plate-shaped objects
  • #TP212 - Manufacturing and producing bullet-resistant aramid sleeves and armor layers
  • #SR320 - Prototype integrally suppressed sub-carbine blueprints
  • #PF617 - Prototype .338-caliber medium machine gun blueprints
  • #RD196 - Recoil impulse averaging technology for use in a machine gun
  • #DP008 - Prototype hybrid double barrel/pump-action shotgun blueprints
  • #ON504 - Prototype caseless light machine gun blueprints
  • #KM991 - Technical guides for conversion of G11 action into other weapon systems
  • #FJ051 - 7.62mm caliber heavy barrel specifications cut down to submachine gun length (8.9 inches)
  • #XR329 - Prototype shotgun magazine blueprints (Helical, 25-round capacity)

See also