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Showing results for 'Vehicles'.
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I can't wait for these features (in this order) : base building , advanced barricading, predator animals , huntable birds and fish that roam just like other animals, fully fleshed out cooking system (no pots pans needed !), and finally I can't wait for advanced vehicles (more variety and planes/boats, maybe some helicopters). Oh and also I really can't wait for the day/night cycle to be a normal thing (with accelerated servers) and for persistence to be working100% without any server restarts every 4 hours or without any wipes on Wednesday ! That's dream dayz., but dreams only stay like that for so long until they become a reality :D
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MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm replied to FlimFlamm's topic in Suggestions
I can very easily see the future of vanilla DayZ where modders are forced to make all kinds of cool additions to the game to keep the playerbase happy. Vehicles were too hard to get in the mod as people always hoarded them, and cranking up the spawn numbers wrecked their relative value and made things a free for all. A prevailing feature of the most popular mods was modified access to, and increased diversity of, vehicles. Some mods made them purchasable from traders for in game currency, and some made them constructable. The fact is that the vanilla dayz mod declined in popularity and gave way to improvements from the mods. Servers either jack their vehicle numbers or install a mod which improves the system. Don't believe me? Look at this list of DayZ servers by rank http://www.gametracker.com/search/dayzmod/ . They are all epoch and overpoch and other heavy duty mods except for one or two vanilla servers that have millions of vehicles. Why would the DayZ dev team not incorporate something that they have absolute proof will drastically increase the playability and longevity of DayZ? Why would they adhere to a model they they know has gameplay issues? -
MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm replied to FlimFlamm's topic in Suggestions
One of the good things about this system is that it gives players access to vehicles without directly increasing the number of them or making them easy to get. Players will have to assemble their vehicles laboriously from parts which means that only the most populated servers would see significant increases in vehicle numbers. In order to control the upper limit the number of engines that exist per server can be regulated by individual servers. Fuel is an important commodity I understand that, but the only way map related fuel limits would become an issue of authenticity is if there were hundreds of vehicles accross a map. Not only would servers be individually able to limit the number of vehicles, but as morevehicles get constructed parts become more rare and so this creates a soft cap for the upper limit of vehicle numbers. I've played a ridiculous amount of DayZ, and I can tell you that very few vehicles creates a game where you live and die on foot with little to no hope of getting wheels. Having constructable vehicles will give survivors something to do other than hunting for player and admin bases to steal a ride and be a fundamentally mroe reliable way to work towards transportation. P.S. It might be that the radiation feature is only a part of some mods. In the vanilla mod you so rarely if ever get a vehicle that I guess I never had the chance to go into the debug zone and just assumed it contained radiation. In any case, one look at most of the cars in chernarus tell you that something very bad happened, and it looks like it happened a long while ago. -
MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
B4GEL replied to FlimFlamm's topic in Suggestions
I feel that vehicle modification this extensive isn't necessary for vanilla DayZ, doesn't really fit the theme as others have mentioned. I wouldn't complain if they did decide to go this far, however it would work far better as part of a Mad Max 2 style mod on a larger desert map with a bigger focus on vehicles and fights over fuel sources like oil wells and crashed tanker trucks. -
Dead Cell Gaming Servers DayZ A2 | Militarized | High Loot | Single Currency | Banks | Group Management | Earplugs | LOTS LOTS MORE!
Pegasus177 replied to syco-gc-'s topic in Mod Servers & Private Hives
Admins wanted preferably with infistar experience. We have a strict policy that admins do not play on our servers. * This includes spawning in items for your own entertainment. (its a big no no!) * Aiding friends and colleges who are part of the general player population. * Informing any player of information you have acquired from your position of authority (player position, Base location. Player possessions etc) * interfering with the player population and their encounters in any way outside of administration duties. Don't spawn next to a player during encounters. * Should you be in the mist of dealing with a player issue in the open world and another player shows up then just say "i have to go" and leave the area immediately * Do not teleport players for their gain. * Do not refund items lost to Arma glitches or late log outs. ( Arma is a glitchy game and when modded even more so. We don't refund gear lost to glitches or late log outs) * should a player lose a item to a server crash or a hacker then you may aid the player within reason ( if they tell you they lost 200 AS50's then they are probably exaggerating ) You are expected too.. * Spend a adequate amount of time in your role. (There is no point in having a admin who only shows up and does the job for a hour or two a week) * Provide player donation items. * Answer any questions the player base may inquire about (features, rules etc) * Enforce the rules. ( should a player report a rule breaking to you try fix the issue. Should you not see the rule infringement in progress you will need evidence of the infringement) * Observe the general player population for any rule breaking, Glitching, Hacking etc. ( This is pertinent for new players and unfamiliar players ) * Delete vehicles which may be obscuring the trader spawn points ( Unfortunately all too often players leave locked vehicles blocking trader spawns. Delete them ) * Deal with player issues. ( Item to be deleted etc.. provided you are beyond doubt that it is not interfering with the player population such as deleting one players item for another) * Provide lost safe and door codes ( Our policy is that the player must have at least a partial amount of the code so we know it is their door and or safe) * Deal with player base disputes regarding a rule provided the evidence leaves you with no doubt. ( We cant act with reasonable doubt. that is why we encourage players to record) Admins may play on any of our servers that they are NOT administrating on. (If you are a admin on our Cherno Overpoch 1 server then you may play on our Panthera Epoch server or Cherno Overpoch 2 server. and vise versa. You may not play on a server where you have powers) All potential admins are put through a trial period. During this time you will have limited powers. you will be observed and shadowed. Should you not meet the standards expected you may be removed from the position. Please apply on the website under the staff application tab at DeadcellGaming -
MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
Mos1ey replied to FlimFlamm's topic in Suggestions
Regardless, the chassis and other parts would remain useable even if the engine must be repaired or replaced. Another issue that having a lot of vehicles in Chernarus creates is that the apparent abundance of fuel would also be inauthentic IMO. Vehicles were never hard to find in DayZ, they're quite big and difficult to hide. You just have to know where to look. ;-) I don't think that was the official DayZ mod. You could go miles out into the debug plains in DayZ. -
MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm replied to FlimFlamm's topic in Suggestions
I completly re-wrote the OP in order to be more readable. I am also looking for images of ghetto looking makeshift vehicles that would fit the description of the OP (So I can include them as visuals). As always any input is appreciated! -
Regarding A: If players piece together custom vehicles all on their own, then this will partially combat the almost unavoidable issue of admin thievery. Admins are going to have a much harder time convincing themselves stealing custom vehicles isn't unacceptable abuse. There could still be a problem of badmins hoarding all the best engines and what not, but they would need to put in much more effort to do so and would probably rather steal the prefabs. Regarding b: This is something that might be problematic even without aircraft and will require some preventative measure on the part of th devs to overcome. It would be a shame to condemn aircraft because of a fairly unrelated bug issue.
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good to see someone keen on gameplay 1) Get binocs - go up on a hill and scan far away forest. You see sticks with no foliage or branches, you see flat green "grass". you SEE trucks and tents clearly. Try it. This is a dayz graphics property - use it, abuse it, do what you like with it: it is how the game works. In an aircraft, to spot tents and vehicles, you just have to look from high enough. the trees are invisible, the gear is visible. 2) as for "badmins"... they are in fact typical "admins" not special people.. When you played the mod - if there was one heli on a server, did YOU know any admin who would NOT own it? WHY would they not get the heli for themselves? Admins who ownd the heli were more than 90% of ALL admins. And they HATE to loose it - so admins VERY OFTEN kick players who mess with "their" heli. They are the majority. They do not consider that they are "badmins". they think you are breaking the game because you found their camp. You get a bad name for doing that. In the vanilla mod this was typical normal behavior to protect the admin's helicopter. I hunted helicopters (because in the "helicopter endgame" you can't do much else) and its perfectly normal to have a furious admin kick you because you wasted his chopper. (lol) Usually you were lucky if they didn't kick you first, to empty the server just so they could fly it safely. (I'm easy about all that, never been my problem, ya know.. it's just how it is) Maybe you play on a private hive where it will be the clan who has the helicopter - and the admin is "only" the clan boss who decides what to do with the heli. In that case you get kicked from the clan when the arguments happen, not just from the server. Same thing I guess? Anyway FlimFlamm - check out what I said about trees. Its a simple graphics thing with DayZ. Just a parameter. you need binoculars or a scope + a hill. A helicopter is easier and a lot faster. SO - for aircraft in dayz there are two important considerations: a ) the ways admins act on Public servers and the structures in place to make sure they act correctly (there are threads about this) - [unresolved] b ) the way middle-distance and far-distance textures are rendered in DayZ (there are threads about this too) - [unresolved] Nobody mentioned these two KEY gameplay elements so far in this thread. but if you want gameplay you have to deal with these things. right ? xx
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That graph doesn't necessarily correspond to the last patch. There was a drop in number prior to the patch and then more recently another drop. So, what caused that drop? Vehicles? LOL
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1) Saying that something is not 'authentic' without explaining what that really means is not an authentic form of argument because the ambiguity of the world leaves much room for argument and gives little indication of which definition your are using and how you are applying it. I think that small makeshift vehicles rebuilt from old broken ones is entirely authentic. 2) The devs said that we are going to have customizable vehicles. As far as I'm concerned this is direct indication that modular constructable vehicles are within the theme of DayZ SA. The only thematic issues I think you are talking about is difficulty, which is not inherent at all in constructable or modular vehicles. If anything they are more difficult. 3) Engines and chassis specifically are things that people cannot put into their hands, onto their back, or into their backpack, hence, they cannot be transferred across servers. Aditionally servers can limit the number of engines or chassis in order to limit the overall number of constructable vehicles. Instead of having a hard cap of 10 or 20 vehicles per server, they can have soft caps where it gets harder and harder to find all the right parts based on server/global economy. This way vehicle limit can reflect server population in a meaningful way. I am completely with you in regards to server hopping. I never understood it, I don't like it. I think it sucks. Something needs to be done about it. If engines alone are limited and non transferable from server to server then there is little to no chance of what you are saying will happen.
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(Bolded already emphasized) I disagree with the bolded part. If a clan puts in the work to have a stable, self-sustaining farm, with various workshops powered via a generator (and that, in turn, powered by a ethanol via a still), with buildings, and vehicles, all defended via fortifications (earthworks [dikes and ditches], wooden palisade walls, barbed wire barricades, etc), then they should, by all means, be able to enjoy the "fruits of their labor", with proper maintenance. However, it should require astronomical levels of work, materials, and time to get to that point. A large farm? Lots of digging. Same thing with earthworks. A wooden palisade around your compound? People to cut the trees, drag them back, and dig the ditches for the palisade (AKA lots of labor, materials, and time). By that point, that clan stronghold might as well be the "focal point" of the server, as they have essentially rebuilt civilization. Traders congregate in front of the palisade, as they are guaranteed protection from the clan in return for some of the "profits". Bambis travel to the stronghold, both to see the "mythical" base, and for work. After all, ditches need to be dug and things need to be carried, and they could work on "outside" (as in, outside the fortress) labor crews in return for food and maybe some "pay" (AKA a base of exchange set by the clan and traders). Of course, all of this is hypothetical, and only my personal viewpoint of what Day Z should/could be, but the point remains: If you want "stability", it should be attainable, after a LOT of work, materials, and time. The "rebuilding of society" should be possible, and so long as you properly maintain your facilities and defend it, you shouldn't "be moments away from losing it all". As a caveat, very VERY few groups would be organized and driven enough to achieve that level of building. Most groups would have a small garden and a boarded-up building, and as such, they would be "on the precipice" a lot more. Wow.... I went more than a little off topic. I apologize.
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Finding a heli was not GG in the mod unless you had an impenetrable base with unlimited fuel in which to park it. The first time I found a heli I didn't know how to fly it and I crashed it. The second time, me and some guy flew up north, where he shot and robbed me. The third time I think I flew around in fear for awhile before running out of fuel and stranding myself in the extreme north, where I starved. Owning and maintaining a helicopter might be a part of what people normally consider the endgame, but there is really no GG at any time. No matter what happens, you are still inevitably in a never-ending struggle against starvation, disease, the elements, zombies, and human bandits. Since the mod had easy as pie survival (zombies sucked, no common disease, food common, guns common, vehicles common) people then had time and nothing else to do other than to fly around looking for people to kill. This is the crux of where we differ in opinion on aircraft in the standalone. If maintaining a helicopter is actually difficult, then people flying them around player hunting and putting them at risk for senseless reasons becomes a much more risky and purposeless affair. Getting shot at is likely to cause more realistic damage to your heli, and getting shot at yourself means your precious heli and gear stand a good chance of being ruined. Along with the sheer difficulty of everything else, players will, in a very direct way, have much less time and capability to spend flying around player hunting. The standalone is making everything more difficult, more demanding and more complex. New features of the standalone are going to limit the ability of players to player hunt from helis in the following ways: Helicopters will be more difficult to acquire than on the mod; Helicopters will be less armored and beefy; Helicopters will have weaker attack capabilities; Fuel will be more difficult to acquire in every way; parts and maintenance will be more involved and more difficult in every way; the clothing, food and medical supplies, guns, and misc crap that the pilot and crew need as a supply kit for player hunting is harder to get and more valuable than the mod. The result is less overall time to get straight down to player killing, and less of a desire to do so because of the increased risk. Given the sheer difficulty and complexity of everything else, the absolute end game feature of flying around killing people (unless you are a hacker or get extremely lucky) will be something exhibited rarely, and only by the most affluent and hardworking (and therefore deserving) groups. It means you are too successful, and this should in many cases be indication that something needs to be made more difficult. I'm going to go on petitioning the community and developers to fulfill a better vision of DayZ (I think we have similar visions about immersiveness) and to have difficult to acquire and fly makeshift aircraft and very limited standard or otherwise aircraft. More diversity and more difficulty gives us more of a challenge and more things to do. The more difficult 'something' is to acquire the more of that very specific DayZ feeling of total loss that 'something' is capable of inducing. That particular feeling of loss simultaneously measures and encapsulates why the original DayZ worked. You see bases and aircraft as powerful trapping of success, but I see them as costly liabilities requiring constant love and reassurance from large groups. Whether your a lone-wolf with a tent and a bicycle, or a large militant group with a fortified base and and a few vehicles, you always could be moments away from losing it all. How well you can secure your own survival is the true end-game, and it cannot be done indefinitely. Finding a balanced hierarchy of access to resources along the way will ensure that unlike the mod, there are no M2 humvee or M134 Mi-17 like vehicles which can fly and drive up and down the coast and fuck the game up entirely. Players should still be able to fly and drive up and down the coast fucking the game up, but their weapons should not be as powerful as in the mod. The idea of wasting ammunition, fuel, food, medicine and putting your vehicle at risk just to kill a few bambis to just about any group should seem like the most stupid, dangerous, and costly waste of resources imaginable.
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This is ..... pretty much what is going to happen, not only with helicopters, but the ground vehicles as well. They will be hoarded by the server owner/admin The "second" reason why I am/was against aircraft being included The "third" is the fact that whoever owns an aircraft can hunt down camps and such with effective impunity. Past a certain distance, vegetation and trees "fade out" (it happened in the mod, I've noticed it in the Standalone as well). When you are 1000 feet in the air, you can effectively look "through" trees and bushes. Say goodbye to camps! At least with ground vehicles, there is still terrain to worry about.
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There will be one helicopter per server The local admins will own the helicopter They will stop other players from messing with it Usually by kicking any players who try They will use it to spot tents and vehicles And loot and destroy them Usually while the owners are logged off If you object to this endgame you will be kicked This is the endgame, legal or not, like it or not. good call Why would you do anything else ?
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UPDATE! According to the latest Status Report and Tweeter Updates,the dev team confirms 2 additional vehicles. The first is Ikarus,a bus adored by mod players with a rich history in game. It was confirmed in the Status Report but Chris went ahead and leaked a render model on Twitter ,further showcasing it's Upcoming implemntation... The other was confirmed on the Status Report footnotes,the GaZ-Volga which is probably the 24 model. This is based on the assumption that a wrecked version already features ingame. Along with the V3S both of these 2 Vehicles already feature in this List. Concerning these and future ingame additons,i'll be placing a CONFIRMED. tag,and provide the respected information sources.
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Judging from your post count, you're obviously new around here. The odds of this thread even being read by development, let alone influencing any major decisions, are quite slim. I don't care what they add at this point; I'll adapt. I'll play the game for what it is when it's released regardless if it's authentic feeling or not. At the end of the day, I'm a DayZ fan. However, I've already made my point of view clear. Let them add whatever they want. I just get a kick out of realism buffs supporting the idea of random people figuring out how to pilot aerial vehicles "on the fly" (pardon the pun). I'm not necessarily a realism fanatic, as this game includes zombie-like creatures, but I wouldn't mind seeing it lean more towards The Last of Us rather than Mad Max. TLoU is how I've always envisioned a zed apocalypse. Besides a downed UH-60 you see at one point, there's no aerial presence. And it's fucking awesome. I love the idea of each player being forced to scrounge through areas, always feeling vulnerable. I don't want there to be an end-game in DayZ where you've survived long enough that you feel safe. And let's face it: in the Mod, after you'd acquired a chopper, it was pretty much gg.
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I don't want them but if they must be included. 1) I would like them to be rare and extremly hard to keep running/repairing. 2) They are not locked! and therefore not god mode vehicles that cannot be stolen if you are stupid enough to land it in an open field and leave it unguarded. i.e. it should be a group vehicle. 3) Like tents they are vulnerable to being "raided" when not logged in. 4) They are transports with an internal inventry. 5) Most importantly, it should be possible to damage them aswell as kill the people within the heli, also the passangers should be able to shoot out of the heli doors with their normal weapons. Alternatively have a few single person heli's like the gyrocopters that are also hard to run but can be kept by a single person, but leaves them vulnerable to being shot down as they have no protection. Balance, everything must be balanced, add anything you want but "I win" buttons/vehicles/gear destroy the feel of games, this is about surviving after all, cherno is supposed to be a hard place to live.
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LMGs, bases and the SVD, less buggy & more diverse vehicles. I'd really like to see Utes' rolled into the Chernarus+ map along with the addition of boats.
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HARDCORE | FINALdayZ | Epoch Survival | The TOUGHEST Server in DayZ
apsinc replied to Cartoonrboy's topic in Mod Servers & Private Hives
Indeed. The admins are fair and friendly (don't expect free loot, but help is almost worth more when it's so easy to die), the mods are active, food is scarce, trash can be useful, the environment is slowly killing you, the zombies hit harder than Babe Ruth on a peak day, the Bandits always have a third partner who never shows himself until you're almost done looting the bodies of his two dead friends you just managed to kill with your makarov and hatchet before bandaging yourself up from an AK wound, and have just found a box of painkillers on the second guy when that missing third bandit no-scopes you from 200m with his 12ga. Shoutgun slugs and you don't have any more bandages so you rush him with your hatchet and manage to beat him to death and just when your vision starts getting blurry you stop bleeding and you've looted all the bodies and the building but now remember that it's a 4-mile run to your base, which is deep into enemy territory, past the radiation zone and the military patrols and three bandit camps and 2 military bases and all you've got is about 1000 blood, a makarov with two mags and an AKM with 1 mag and a hatchet and a 15-slot backpack and some civilian clothes which you hope won't be two bloodied before you make it home so that you can recycle them for canvas (you've got a Ghillie at home) and before you freeze to death and even though you've been trying to stay sane by burying the dead (Bandits or Zed) and you're glad to be alive you can't help but wonder why you left the mainland for this frozen outpost and even though your skills are being honed and you think you will be able to make it back in one piece you can't help but wonder if maybe it would have been better to visit a server where they have custom loadouts and canned food and vehicles everywhere and just as you think about logging out you peek into a barracks and discover an M4A1 with 3 rounds of STANAG and an M203 attachment, and suddenly your bad day just got a little better. -
Cooking via stick! Stamina! More vehicles! Parade!
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MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm replied to FlimFlamm's topic in Suggestions
I'm going to try and start condensing this concept, while refining it, into easy to digest sized pieces of information. A brief description, a parts list, and a pros and cons list... Here is a pros and cons list that I have been slowly adding to (yes it is quite biased, something which I need targeted criticism to improve) Pros: Supplemental access to vehicles without making them common or easy to get. Instead of servers jacking the vehicle numbers to make them available to players, this system allows the total number of vehicles (not including regular spawned ones, which will also exist) to reflect the amount of time and effort that the given population is or has been willing to put into them. Server/global economy control of parts, engines cannot be transferred to other servers, which gives servers individual control to limit how many modular vehicles can exist. Complete customization. Inherent in the concept is the fact that every player build vehicle will be completely modular and therefore extremely unique. Variety and diversity of transportation. Having only a few of the same vehicle models isn't exciting. With modular vehicles, ability and performance depends on what it is made out of, with better/stronger parts being harder to get and more rare to find which naturally widens the versatility and utility that modular vehicles can come to serve. Complexity/Difficulty. This system adds difficulty to the game, and complexity. More tools, more uses, more difficult and complex processes, more rewarding; more fun. Building your own vehicle is more difficult and complex than repairing one that you find, and endlessly more rewarding. Developmental time-saver. Rather coding and modeling for a bunch of unique vehicles (good luck making them modular or customizable at that point) like the V3S and the other incoming vehicles, Devs would simply need to code and model a relatively low number of relatively small and simple individual parts. Then they simply need to program the way they fit together and create modular vehicles. The end result is a massive increase in content compared to the same amount of developmental work. Cons: Realism: some players feel survival should be too difficult to have the spare time or safety to work on a homemade vehicle Authenticity: Some players feel that the mechanical knowledge required should be presumed lacking and therefore modular vehicles should be disallowed as a matter of fidelity to 'authenticity' -
You are being quite obtuse with regards to the discussion at hand. Helicopters are gonna be in, yes, but the real fight (at least from your camp) should be about arguing for as sensible/realistic/authentic types of aircraft as possible. The same goes for ground vehicles. The discussion that takes place now has a good chance of influencing the decisions of the dev team, so unless you are honky dory with aircraft that strain credulity like military helis or ground gun mounted APC vehicles, now is the time to speak up. P.S, I have never once complained about things being too difficult. I only complain about a lack of content and petition for the addition of more!
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Was in the mod, will likely be given unto SA. People made enormous camps with sandbags and entrenching tools and tents. They would box in vehicles with sandbags to prevent people without entrenching tools from driving them away while AFK.
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MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm replied to FlimFlamm's topic in Suggestions
Given that the land surrounding Chernarus is filled with radiation, it is reasonable to assume that nukes went off. Perhaps the EMP blast from the nukes is what made 99% of Chernarus cars break and become useless junk. If this is the case then building your own vehicle from a working engine might be your only option!. (authenticity is aesthetics) I'm fine with the idea of finding vehicles that must be repaired, but there is a major flaw in this system. If there are very few vehicles available, then most players will not get the chance to experience them at all. Groups will hoard them and hide them, and in order to make them actually findable servers will need to increase their numbers drastically, which would then work against authenticity and difficulty of the game by making them too easy to get and therefore under-appreciated. Players should still have the chance to find and repair full vehicles, and these vehicles should be pretty decent. Modular vehicles (yes at the expense of some petty forms of realism,feasibility. authenticity) would exist along side these regular vehicles and provide supplemental access to them. Players who luck out and find them still get the same experience the devs say they want (really rare vehicles), but if you cannot find them or they are all hoarded up, then modular vehicles will give you a chance, via appropriate effort, to get your hands on a vehicle that will be inherently inferior (in most respects) to a factory made vehicle like a V3S. Modular vehicles will be mostly shitty in terms of cargo, armor, passenger capacity and speed. The main purpose would be to outrun zombies, and as per realism, only the most difficult to complete modular vehicles (with the best wheels, engines, and chassis,) should be able to travel at comparable speeds. There is a very wide middle ground where modular vehicles might find purchase in DayZ. The mechanic of supplemental access to vehicles while keeping them difficult to get completely solves the vehicle rarity problem while adding content and extending the end game. The most common argument against modular vehicles that people have raised is the 'authenticity' issue. Mos1ey above writes "someone with mechnical knowledge would be more likely to repair one of the many wrecked cars that are lying around Chernarus than build something from scratch". To this I say that the wrecked cars are wrecked. It's really not unfeasible at all to harvest from these many wrecked cars the parts required to build for yourself small manageable transportation. The benefit to gameplay/mechanics is so perfect that the relatively small sacrifice to our own biased notions of authenticity isn't really enough to shut the idea down.