JackieChan June 20, 2017 Share JackieChan GC Alumni June 20, 2017 Kind of tossing this idea around: Tank limits at the start of the round begin at 1/1. Tanks at this point will cost 40 points. Upon a Tank limit increase, Tanks will cost 50 points for Tanks limits of 2/2. Upon another Tank limit increase, Tanks will cost 60 points of limits of 3/3. Thoughts? Again, nothing is final unless people think it's a good idea and I announce it. 1 Link to comment Share on other sites More sharing options...
dhun June 20, 2017 Share dhun Member June 20, 2017 I see a small flaw in this, unless its intended. If there are two tanks spawned in, and I buy a tank for what would be 50 points at this point, and another person buys tank limit, then I would have bought my tank for the price of 2/2 tanks (50 points) instead of the 3/3 price 60. Link to comment Share on other sites More sharing options...
JackieChan June 20, 2017 Author Share JackieChan GC Alumni June 20, 2017 That would be the strategy involved in it. It'd be hard to coordinate, but if done so, the payoff would benefit the team. Link to comment Share on other sites More sharing options...
Architect June 20, 2017 Share Architect Member June 20, 2017 That would be like buying witches before some one buys dangerous witches. 1 Link to comment Share on other sites More sharing options...
DiXie June 20, 2017 Share DiXie Member June 20, 2017 There will definitely be maps where there is an "early" tank if you decide to go with it. Link to comment Share on other sites More sharing options...
MPG1770 June 20, 2017 Share MPG1770 GC Server Admin June 20, 2017 Save yourself a headache Jackie, increase tanks to 60pts with a 35pt heal. 1 Link to comment Share on other sites More sharing options...
Carlos June 20, 2017 Share Carlos Member June 20, 2017 I certainly do like this idea. On a side note, any way the tank option on the buy menu can be removed in servers that have 10 players or less? The bots make it easy for players to farm tanks. Link to comment Share on other sites More sharing options...
PeanutButterNJelly June 20, 2017 Share PeanutButterNJelly GC Alumni June 20, 2017 I like your idea Jackie. I think 40 is a low amount to buy a tank, but I like this concept. If a weaker infected team is playing, they still might be able to get some individual tanks (1/1 limit) to try to compete against a strong survivor team. If it is more even teams, then the infected team will be smart to buy multiple tanks at once, so will have to up the limit and thus the cost. It also adds another layer of teamwork and strategy to the game. someone who is not buying a tank will have to buy up the limit, just like now someone has to buy up the unannounce. Carlos - I agree, maybe Jackie can look in to that. I didnt used to care so much, but yes it is silly now when low number of players on server and someone can buy a tank. 1 Link to comment Share on other sites More sharing options...
EliteGandalf June 20, 2017 Share EliteGandalf Member June 20, 2017 This sounds good. I have some questions too.. 1) Does the tank's health remain the same for the cheaper purchases? 2) Will the cost for a heal vary with the active tank limit? *1/1 tank limit heal __ 2/3 heal __ 3/3 heal __ Link to comment Share on other sites More sharing options...
JackieChan June 21, 2017 Author Share JackieChan GC Alumni June 21, 2017 Touching the Tank's initial health and healing cost along with cost changes per limit would throw people off. I think they should be left alone unless you can think of an alternative. Link to comment Share on other sites More sharing options...
MPG1770 June 21, 2017 Share MPG1770 GC Server Admin June 21, 2017 increase tanks to 60pts with a 35pt heal. Too easy to buy. 1 Link to comment Share on other sites More sharing options...
Elias June 21, 2017 Share Elias Member June 21, 2017 Maestro please. That's still to ez m8. Make it 100 and you got a deal Link to comment Share on other sites More sharing options...
Soda June 21, 2017 Share Soda GC Board Member June 21, 2017 Make it 100 make it 10 Link to comment Share on other sites More sharing options...
Elias June 21, 2017 Share Elias Member June 21, 2017 Might as well make them free. Amirite? Sounds like a solid idea to me. Link to comment Share on other sites More sharing options...
EliteGandalf June 21, 2017 Share EliteGandalf Member June 21, 2017 (edited) Touching the Tank's initial health and healing cost along with cost changes per limit would throw people off. I think they should be left alone unless you can think of an alternative. Would it be possible to have the cost of things in the buy menu scale based on the score of the game? Ex: At the initial start of a map if a team team is down 500 in score everything in the buy menu that round (both this teams survivor/ infected turns) for them costs 5pts less than it would normally cost. On the next map if they are down 1000 in score everything in the buy menu cost 10pts less... And so on. The losing team would only have the discounted buy menu for that survivors and infected round of one map. If they closed the gap in score it would go back to normal. If the deficit increased the cost of everything would continue to drop, buy only after both sides have played and the games switches to the next map of the campaign. Idk know if this is possible, and it seems a bit extreme. This may be the ultimate balancing tool. Thoughts Jackie? Is it possible for the game to fetch the score and adjust the cost of things in the buy menu accordingly... Edited June 21, 2017 by EliteGandalf 1 Link to comment Share on other sites More sharing options...
JackieChan June 21, 2017 Author Share JackieChan GC Alumni June 21, 2017 One of the server's extensions is able to do this, which I used to also have respawns count toward defib counts and adjust the score accordingly. It'd be kind of hard to make something balanced in this regard because costs of things could potentially cost nothing...and the number of buy menu items would cover about half? Probably a percentage would be better? Link to comment Share on other sites More sharing options...
EliteGandalf June 21, 2017 Share EliteGandalf Member June 21, 2017 I didn't know which was easier. I thought a flat number would be easier to use. If the percentage would work best I'd be all for trying it out. Link to comment Share on other sites More sharing options...
ctrlfrk June 22, 2017 Share ctrlfrk Member June 22, 2017 Can you make a 10 point 'fake' tank that only has 1HP and does 0 damage with rock throws? 3 Link to comment Share on other sites More sharing options...
Johnny June 22, 2017 Share Johnny Member June 22, 2017 Crash Course is like my top 3 campaigns. When it's not stacked.... 2 Link to comment Share on other sites More sharing options...
DAlighieri June 23, 2017 Share DAlighieri Member June 23, 2017 (edited) Can you make a 10 point 'fake' tank that only has 1HP and does 0 damage with rock throws? That's actually a really interesting idea, and would be far more useful than the current fake tank... which is almost always obviously fake immediately. Edited June 23, 2017 by DAlighieri 1 Link to comment Share on other sites More sharing options...
looneypumpkin June 23, 2017 Share looneypumpkin GC Board Member June 23, 2017 I'm not sure if you could make a rock throw not do damage, but for that matter a 1hp tank that cannot heal would be neat. Or if it bought a heal, it would only have 1hp. Link to comment Share on other sites More sharing options...
SpenceTheChef June 24, 2017 Share SpenceTheChef Member June 24, 2017 1HP tank would be a bit underpowered. I get the idea that you're going for, but a single stray shot and it would instantly die. Perhaps 10HP or 20HP, to make it just a smidge more viable? Link to comment Share on other sites More sharing options...
Vilkys June 24, 2017 Share Vilkys Member June 24, 2017 If its for 3 points then yes I would accept the fake tank idea but for 10 points you may as well buy an upgrade as it would be more useful. Link to comment Share on other sites More sharing options...
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