Weapon Balencing
5 posters
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Weapon Balencing
I vote for a ring system to be implicated. This meaning, nothing but rings give hp/ap/ weight. :]
^ Think 'your crazy' to that idea? ^
Then try out this.
Clothes:
All head pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
All chest pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
All hand pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
All leg pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
All feet pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
^ I just repeated 'pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.' lol....^
Items:
All miscellaneous items (Meds, Ammo packs, Grenades, Smoke grenades, etc.) all weigh the same and have the same amount (5 perhaps?), only that the higher the level, the more it heals (by a certain increment).
All rings give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
^ lol... repeated again ^
Weapons:
Lastly, all of a certain type of weapon has the same weight. Only difference being in the damage and delay (perhaps ammunition too.) within what is reasonable.
^ just an idea for a more balanced server. :] ^
^ Think 'your crazy' to that idea? ^
Then try out this.
Clothes:
All head pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
All chest pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
All hand pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
All leg pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
All feet pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
^ I just repeated 'pieces give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.' lol....^
Items:
All miscellaneous items (Meds, Ammo packs, Grenades, Smoke grenades, etc.) all weigh the same and have the same amount (5 perhaps?), only that the higher the level, the more it heals (by a certain increment).
All rings give certain stats, the higher the level, the better the stats, the lower the weight. Although, from a realistic standpoint.
^ lol... repeated again ^
Weapons:
Lastly, all of a certain type of weapon has the same weight. Only difference being in the damage and delay (perhaps ammunition too.) within what is reasonable.
^ just an idea for a more balanced server. :] ^
Jeremy~- Posts : 20
Join date : 2009-06-16
Re: Weapon Balencing
All body pieces give the same stats and require the same weight. The more popular the item, the higher the level is needed to use.
Anyways, if the weight gets lower at higher levels, there would be a huge disadvantage for new players.
---
MEDKITS
Level 0: Heal 10, 3 magazines.
Level 20: Heal 10, 4 magazines.
Level 40: Heal 10, 5 magazines.
Level 60: Heal 20, 3 magazines.
Level 75: Heal 20, 4 magazines.
Level 90: Heal 20, 5 magazines.
I think that would work out okay. o_o
RINGS
The higher the level, the better the stats. All rings weigh nothing.
ELEMENTS
The higher the level, the better the stats. Poison does less than fire since it targets HP instead of AP (maybe?). Ice does not exceed 5 seconds. Lightning does not exceed 2 seconds.
---
Weapon damage does not exceed a certain point. i.e. 12 damage is the limit for shotguns and 60 damage is the limit for revolvers.
Anyways, if the weight gets lower at higher levels, there would be a huge disadvantage for new players.
---
MEDKITS
Level 0: Heal 10, 3 magazines.
Level 20: Heal 10, 4 magazines.
Level 40: Heal 10, 5 magazines.
Level 60: Heal 20, 3 magazines.
Level 75: Heal 20, 4 magazines.
Level 90: Heal 20, 5 magazines.
I think that would work out okay. o_o
RINGS
The higher the level, the better the stats. All rings weigh nothing.
ELEMENTS
The higher the level, the better the stats. Poison does less than fire since it targets HP instead of AP (maybe?). Ice does not exceed 5 seconds. Lightning does not exceed 2 seconds.
---
Weapon damage does not exceed a certain point. i.e. 12 damage is the limit for shotguns and 60 damage is the limit for revolvers.
Not_Agile- Posts : 119
Join date : 2009-05-31
Location : c[_] A cup.
Re: Weapon Balencing
I stand.... PWNED! Nice layout though, me likey. :]
Jeremy~- Posts : 20
Join date : 2009-06-16
Re: Weapon Balencing
That's like DR Set-up >.>
Dan- Posts : 80
Join date : 2009-05-26
Age : 29
Location : Canaduhhhh
Re: Weapon Balencing
He voted for the ring system, I didn't. :/
Not_Agile- Posts : 119
Join date : 2009-05-31
Location : c[_] A cup.
Re: Weapon Balencing
lol , yeah and the noob shits Evilgamerz use that retarded system. lol ok i say lets be creative here and not a regular....=PDan wrote:That's like DR Set-up >.>
Jassper123- I PoSt A lOt
- Posts : 206
Join date : 2009-05-30
Age : 31
Location : Granville, New York
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