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Remove (most) junkyard hulks.
Jjunkyards, vehicles, and auto/aero tech purposes.

Vehicle combat didn't end up being a topic and Slither had this message:

"Fengshui says loudly, "Vehicle combat: I don't have any plans to further touch vehicle combat at this time. I fixed a bunch of the bugs that had been reported, and continue to fix bugs as they come up, but it is not something that I see being used overly much, or that more than a handful of people are interested in. I think our development efforts would be better spent in other areas at this point.""

I get it that staff don't want to devote time to vehicle combat. But if that's the case, I think heavy rollbacks or reworks of changes that were made to adjacent systems are desperately needed. I'm going to bullet point this to be a bit easier to follow than my last post.

1. Get rid of all retail vehicle hulks from the junkyards. Leave specialized hulks for vehicles, ones you can't purchase in a retail store, in a much more condensed version of the outside junkyard.

Vehicles are too easy and too cheap to get. Perfectly fine and works wonderfully in a system that has a growing and heavily used vehicle combat environment. But without it all it's done is led to an abundance of easily created, cheaply made vehicles that bite into lev use (so creating less conflict opportunities there) plus cuts into CHEX and Skyfox use.

This would mostly only impact retail bikes and aeros hulks, because there's only one, maybe an illusive second I could've hallucinated, retail car hulk that shows up anyways.

2 Take out and remove from stores the vehicle weapons that don't currently fit any known or easily accessible hardpoint. There are I think two weapon types that don't fit any of the currently available vehicle hardpoints. In all the vehicles I've gathered information on since vehicle combat was introduced, I think the hardpoint for the two high tier weapons isn't available to PCs.

Removing the ones that can't be used makes it easier to know what ones can and what to invest in to use the rare times they're used.

3. Reverse the previous vehicle part and overall vehicle purchase price reduction back to what it was. This doesn't impact aero techs so much, but it does impact lower end ground vehicles for auto techs. Prices are so low (and this contributes to the influx of vehicles) that you cannot hire out other people to help you without taking a loss on entry level builds, because someone could just go order the vehicle from a retail spot for cheaper at that point. And with all brand new parts, rather than repaired parts. I can leave more details on this in a note. Aero techs don't see this as much because aeros are so much more expensive retail that they get a nice cushion, but auto tech doesn't get that for the most part because the aforementioned lack of higher end ground vehicle hulks.

4. Remove the junkyard in the city entirely. Put kits of scrap up for sale in appropriate shops for when parts are still destroyed in combat. Parts were already cheap in the junkyard. The 35% reduction - and more than 35% for some - has made it an economic crash. Not only does this contribute to the insanely and terribly cheap vehicles, but it means there's no secondhand market for fixers or mechanics to sell repaired parts/have people on the lookout for broken parts unless it's for the handful of higher end stuff that you can only get in stores.

5. Please reconsider allowing aero techs work at shops in the Mix. This hasn't been an IC you can technically do it just don't get caught, it's been an OOC you cannot do it because the building isn't outfitted to work on aeros kind of deal. If you count where the aeros are IC, you might be surprised which sector they're more prevalent in. Even if it's just building a separate building and role for aero techs only.

6. Hot take: get rid of or severely lower the rate of aero and auto tech skillsofts, like has been done for several other archetypes over the years/recently. Or ramp up the UE investment needed for repairs, installations so someone can't buy a low end skillsoft and do it.

I know I write too much. Thanks for reading.

I forgot my seventh point:

Since cargo licensing was reworked last and there's limited opportunities for that, revoke the license requirement for purchase of cargo vehicles and let anyone buy those vehicles from the retail store without need of an explanation. Just like any other vehicles in stores.

(Edited by crashdown at 8:13 pm on 2/1/2026)

I actually really like the junkyard and hulk system it's engaging and interesting and gives a reason to visit a mechanic other than new part upgrades, it also requires time and dedication.

I think you might be on to something about the junkyard placement, I think it would be a lot more fun if the badlands junkyard was broken into multiple locations that were more numerous and spread out and those would be the locations that give the decent parts and hulks. It does feel like the current badlands options are too close to civilization.

I actually really like the aesthetic of trawling the junkyards to collect scrap for repairs so I think it'd be a negative to put them in stores.

I don't know anything about vehicle combat but I really think encouraging more of it could give mechanics more work. I don't often hear about people crashing and needing repairs past a certain point of being a new player, and that seems counter to the vehicle economy for people who run garages and have those skillsets. If repair costs were affordable and they were needed a lot more often then I can't see it being an overall negative thing for the mechanic or the vehicle owner.

I think more business opportunities is probably always a good thing for any archetype.

I am a huge fan of points five and seven.

I don't know enough about vehicles and vehicle combat overall to form an opinion otherwise, but those two points really have been points of grumbling for the last year or so for me.

"Vehicles are too easy and too cheap to get."

Someone has to tell me how scrounging up 100K+ is easy and cheap?

Those are not the only vehicles, Risikio. You might ask and look around more.

(But also saving a hundred thousand can take as little as six and a half weeks doing nothing but automated systems alone).

I've brought this up multiple times in private before but there either should be one more AV garage to be leased in the Mix or even on Gold, or we should just get rid of the restrictions altogether and allow all the garages in the game, leased or not, to do work on AVs while converting that specific lease to something else.