Characteristics
Overview
A large, animated neon sign!
Go for this one when a shop or a clan wall should grab attention from far away, not just be readable. You paint several frames on the big panel and it cycles through them, so a name can flash, an arrow can sweep, a price can blink on and off. Like every neon sign, it shows nothing until power reaches it.
Next to the rest of the line it is the expensive end:
| Sign | Bench | Cost |
|---|---|---|
| Small | 1 | 150 fragments |
| Medium | 1 | 200 fragments |
| Medium animated | 2 | 300 fragments, 2 HQM |
| Large | 1 | 250 fragments |
| Large animated | 2 | 350 fragments, 5 HQM |
So the animation on the big panel costs a hundred extra fragments, five high quality metal and the bench upgrade. Picture a crafting base on the road to a monument, selling guns through a vending machine. A big OPEN blinking after dark pulls in buyers a painted board never would. If your shop is quiet anyway, the still large sign saves the HQM.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
50–53 | 1,250–1,350 |
|
4 | 1,920 |
|
16 | 1,920 |
|
10 | 2,000 |
|
1 | 2,200 |
|
2 | 2,800 |
| Other ways: siege weapons, vehicles and loot | ||
|
24 | 300 |
|
2 | 1,800 |
|
6 | 1,800 |
|
41 | 2,460 |
|
32 | 3,200 |
|
1 | — |
|
10 | — |
|
14 | — |
Direct hit, hard side, no duds. Satchel Charge is a dud 20% of the time. Beancan Grenade is a dud 15% of the time. A range runs from point blank to the far end of the bullet's falloff, fired from an Assault Rifle.
Recycling
At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.