• My Engineer Update Idea V2 - with pics :D
    40 replies, posted
What about having sort of a cooldown on the buying .. so that if someone "idles" to get the cash they can atleast only buy a certain amount of hats and then it will be "sold out" for the player .. and then maby make it so that the hat shop doesent allways have all hats .. only some diffrent ones that change once a month ? something like that maby .. correct me if i said something stupid or dident make sence to anyone but me Btw .. great ideas you have :D
everything sucked besides day 6 and the alarm, but the alarm needs a nerf. (the "Cloack" jamming and disguise recognition) facemelter plain sucks Shotty sentry is just a plain bad idea Utility belt isnt worth shit Overbuilder has to many limits to make it worth anything close to a damn current Hats SHOULD NOT be replaced. S.h.i.e.l.d is nothing special Speedomater is far worse then the teleporter alarm bell sounds a lot more like a security camera. that would be a better idea really, and three is too many, plus it would need a nerf so badly anyway Shop would be ok if there's enough community material but crafting is no way to earn money. Scrapping old weapons and such yes. but getting money for crafting say a hat? No. just no. Trade is an age old thing that needs to be implemented. badly. your system seams fine and compliments the money system well. and lastly, if this is an "update" where in gods name is engies achievements? tl;dr? Update sucks besides day 6
[QUOTE=Happy Goblin;19993316]What about having sort of a cooldown on the buying .. so that if someone "idles" to get the cash they can atleast only buy a certain amount of hats and then it will be "sold out" for the player .. and then maby make it so that the hat shop doesent allways have all hats .. only some diffrent ones that change once a month ? something like that maby .. correct me if i said something stupid or dident make sence to anyone but me Btw .. great ideas you have :D[/QUOTE] Good idea but the question is how much? what would be the maximum earned or the maximum spend limit how about 2,000 TFcash a from matches a day (no limit on craft) and the maximum spend is 70,000 TFcash a month?
[QUOTE=IsraDevil;19995504]Good idea but the question is how much? what would be the maximum earned or the maximum spend limit how about 2,000 TFcash a from matches a day (no limit on craft) and the maximum spend is 70,000 TFcash a month?[/QUOTE] Sounds good :P i really dont know much about balancing these sort of things .. i just thought i'd blurt out my opinions and ideas :) But something like a limit on each diffrent one of the ways to earn the cash would be a good idea .. and then teh trading system shouldent let ppl trade cash for hats .. else i think it would be abused the second it would be avaivable .. :P But if i have to say so myself i think im pretty good at comming up with ideas for stuff :D just not getting it to work proberbly .. thats where all you brain ppl come in! :P
Another point is that stats, kills, deaths, rounds etc etc are all registered client-side, so it wouldn't be too long before someone writes a program to spoof the signals and instantly gain large piles of monies.
[QUOTE=DuncanFrost;20005272]Another point is that stats, kills, deaths, rounds etc etc are all registered client-side, so it wouldn't be too long before someone writes a program to spoof the signals and instantly gain large piles of monies.[/QUOTE] 1. maybe it will happen, but thats why they'll use maximum cash earn a day block 2. the program is a 3rd party program. we all know what happend in the 02.09.09. i hope no one thinks about making a 3rd party hacking program again :X
Best fake engi update i've seen, i hope they will do this.
nice bump
Not that bad of a bump. I only consider a bump bad if it's 2 months old or older. 1 week isn't bad. [editline]12:53PM[/editline] [QUOTE=IsraDevil;19992107]How about, playing on a server with at least 6 players with vanila settings with no AFK people and on VALVe approved maps. (A.K.A vanilla with VALVe Approved maps) OR i can change the number of the cash earned to lower it a bit so it takes more matches to win to get a hat like this: TFcash is earned when: (Update 02.02.10 for less farming, hats take more time but faster then the craft system with more extra ways to gain TFcash) Your team loses a match: 5 TF cash Your team wins a match: 10 TF cash Team wins Attacking in Payload or Attack\Defend maps: 10 TF cash Team wins Defending in Payload or Attack\Defend maps: 5 TF cash You win\lose with MVP at 3rd place on your team: 25 TF cash (5 at Arena) You win\lose with MVP at 2nd place on your team: 30 TF cash (10 at Arena) You win\lose with MVP at 1st place on your team: 35 TF cash (15 at Arena) You win\lose with rank 4th on your team: 20 TF cash (not in arena) You win\lose with rank 5th on your team: 15 TF cash (not in arena) Map ends with most Headshots: 10 TF cash (6+ people on server no bots) Map ends with most Backstabs: 10 TF cash (6+ people on server no bots) Map ends with most Healing: 10 TF cash (6+ people on server no bots) Map ends with most Assists: 5 TF cash Map ends with most Kills: 10 TF cash Map ends with most Points: 5 TF cash crafting 3 items: 500 TF cash Rebuilding hats: 13,500 TF cash Crafting 2 Event Hats (Gibus, MDHM, Halo, Bill's and the newer ones): 9,000 TF cash You can gain more then one reward per Map, that means you can get 3 MVPS and finish the map with a lot of Assists and Healings as medic if your doing good also, all the crafting metals and token will disappear and turn into TF cash by their levels: scrap to 500 tf cash, reclaimed to 1,500 tf cash, refind into 4,500 tf cash and tokens into 500 tf cash. every one wins seems more balanced[/QUOTE] I play Medic a lot. I top the scoreboard a lot, and I'm often the only Medic, and I get a lot of assists. That is a potential 55 credits a match.
If that don't work, use MORGAN. Ha. Fucking Clever.
[QUOTE=SGTNAPALM;20192050]Not that bad of a bump. I only consider a bump bad if it's 2 months old or older. 1 week isn't bad. [editline]12:53PM[/editline] I play Medic a lot. I top the scoreboard a lot, and I'm often the only Medic, and I get a lot of assists. That is a potential 55 credits a match.[/QUOTE] If you were to be consistent with your credits per match, you'd need to play... Around 246 games to try for a random hat. That's if you get that many per game. :v: I still would like a shop system. Would turn idling to moot since you'd have to be an active player to get credits, buuuuuuuuuuuut people are lazy and would find a way to circumvent it :c Also, crafting hats should reward less than 13k, since it'd be possible to just craft a hat, get enough to buy a random hat, then continue to craft and buy until you get what you want.
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