Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That is actually a good idea.
The book basicly covers everything an electrician must know, allthough most of the classes we have are practical. Prcatical skills i had none before starting, but i already was able to make quite a few semi complex electric hm circuits? (5 buttons to get 5 lamps on, a plug, and a bell, all on seperate phases, with 0 cable, and also where needed grounding took me about 4 hours to finish, the book also states how to make the circuit first, with what different protection devices you need to add, from which actually all the cables leave and to which all of them eventually return.).
Also dismantling clocks would most likely improve your mechanical skills and not your electrical ones. Digital watches maybe, but they are different in regards to the electricity you use in your house. (Weak and strong current is the appropriate term if i recall well.)
In my class there are many folks who already have the practical knowledge, but many of them completely lack basic mathematical knowledge, so i am actually teaching them how to rearrange simple equations. Because they were taught that in elementary but not in their technical (or secondary) school.
Just as an e.g.: Like Ohms Law is U = I*R and with an equivalent transformation you can make I = U/R out of it. It took about 10 or so minutes to get some light in their eyes why it is so.
The practical knowledge is actually most of the time knowing which gadget to use. Both as in which one to attach, and what to hold in hand. (The other stuff like drilling in the wall etc. is not really electrician knowledge)
So regarding your soluiton i am NOT AGAINST it, but i feel that it would require the player characters to get the ...INT attribute as well, which is either hard capped at start, or soft capped, meaning like you can gain only certain extra levels, and with certain actions you can lose it. (Like it would make sense to add the alcoholic into the game:D giving you a permanent -2 to int.)
I wonder how that would work for mechanics though. I really hope Mechanics gets changed at some point, there's not much point going higher than 5-6 mechanics at most and leveling it is just tedious taking parts off and putting them back on every day.
Of course I wouldn't mind it as a sandbox option, and it would make for interesting specializations for long term multiplayer server so that no single person is able to do everything.
Like the second part you mentioned, a lot of this stuff needs a rework to make it more exciting/engaging and less tedious/monotonous.
Yeah. Actually making radios is a very good xp boost for electrical, but i only used it once because having 100 makeshift radios, when the trash can could not delete items...was a bit...ugh:D
Edit: pic of actual Makeshift Radio
https://i.imgur.com/W5pclMK.png
so there is your reason, its a game