-The Thing- [Revival]

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-The Thing- [Revival]

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» Games will be running through September/December
by Rachyl Tue Sep 19, 2023 5:49 pm

» Speak out
by Rachyl Thu Sep 14, 2023 8:43 pm

» Join The Thing Revival Game!
by Rachyl Sun Oct 02, 2022 10:40 am

» CALLING ALL THING PLAYERS CALLING ALL THING PLAYERS
by Rachyl Thu May 26, 2022 2:06 am

» RETURNING PLAYERBASE COME TO THING DISCORD
by Rachyl Wed May 18, 2022 3:12 pm

» Release 0.281 to 0.286 [Overdue Update]
by Rachyl Sat Mar 12, 2022 12:18 am

» Project Showcase?
by Rachyl Sat Mar 12, 2022 12:15 am

» ERROR MESSAGE
by Rachyl Fri Mar 11, 2022 2:08 am


+5
Probe
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    Item Points

    Perplexate
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    Item Points Empty Item Points

    Post by Perplexate Tue Feb 24, 2015 11:01 am

    This is a reformed version of 'Item Points' or 'IP'.

    Item Points:A new system to allow players to choose their own item loadout that is based on rank. This will allow the addition of lots of new items, and make the games more customary, fun, and fair to the majority of players.

    The idea would work around re-spendable points that would be used on items in a beggining 'Loadout' phase. Items would cost a certain amount of 'IP', limiting the number of items they can get, a basic price sheet, along with points per rank looks like this:


    Cadet: 0IP
    Private: 5IP
    Specialist: 10IP
    Corporal: 15IP
    Sergeant: 20IP
    Officer: 25IP
    Lieutenant: 30IP
    Captain: 35IP
    Major: 40IP
    Colonel: 45IP
    General: 50IP



    Medkit: 5IP
    Radio:  10IP
    Molotov 10IP
    Wrench  15IP
    Grenade 15IP
    Goggles  20IP
    Body Armor 25 IP
    Flame Thrower 30IP


    Additional Suggestions

    -Additional IP would be granted every 10k MP past  General

    -We would still have a limit of 4 item slots, although perphaps we'd change the 4th item slot to a 'Support' slot, only allowing non offensive items to prevent OP combo's (A.K.A. four grenades ETC.)

    -After buying Body Armor or Flamethrower, the other would be disabled. (I'm also petitioning for the removal of the slow that body armor causes, as well as the removal of the refueling station, while slightly increasing flamers power.

    -An increase in the Things out of combat regen is suggested, aswell as an additional ability to counter-act this addition.

    -Random item spawning would still occur, just decently rarely and throughout the game as sort of additional supplies.



    I think this could really help the game, and keep high level players interested. The potential for many new items also expands the games potential, and I'm decently excited about this, hope you guys are aswell!

    -PERP HHS


    Last edited by Perplexate on Tue Feb 24, 2015 12:07 pm; edited 1 time in total
    Shadow
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    Post by Shadow Tue Feb 24, 2015 12:02 pm

    Ur How System Is Wrong And broken!!!!!!! How could u forget Lt., lieutenant class!, wello I'm a Lt. Yah...
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    Post by Perplexate Tue Feb 24, 2015 12:07 pm

    Shadow wrote:Ur How System Is Wrong And broken!!!!!!! How could u forget Lt., lieutenant class!, wello I'm a Lt. Yah...

    Lol, fixed buddy. Any other issues?
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    Post by Shadow Tue Feb 24, 2015 12:26 pm

    Would items still spawn? And at passed half the evac time they should spawn randomly.
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    Post by Perplexate Tue Feb 24, 2015 1:10 pm

    Items would still spawn, there'd be very few at the beggining, then they'd randomly spawn throughout the rest of the game, but rarely.
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    Post by Proteo Tue Feb 24, 2015 1:52 pm

    Perplexate wrote:Items would still spawn, there'd be very few at the beggining, then they'd randomly spawn throughout the rest of the game, but rarely.

    It's good but, I'd suggest maybe like half to 3/4ths the amount of items that we have at the start and then with the slow spawn.
    Maybe spawn only 1 wrench for the whole game, making it more useful and bought? Causes more strategy among players to work together too.
    "You get a wrench and 2 moltovs. I'll get 2 medkits and a grenade"
    Etc.

    #perplove
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    Post by LostHope Wed Feb 25, 2015 3:10 am

    I really don't like the idea of flamethrowers being bought. One is enough IMO.

    ...

    Other than that, this is a neat idea.
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    Post by Proteo Wed Feb 25, 2015 3:48 am

    LostHope wrote:I really don't like the idea of flamethrowers being bought. One is enough IMO.

    ...

    Other than that, this is a neat idea.

    ^true
    Give it a limit of just 1 being bought, or I mean, the other thing that would make it fair is if the flamethrower didn't refuel anymore. IDC how many marines have a flamethrower, but if they can refuel them than that's where I feel screwed
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    Post by Probe Wed Feb 25, 2015 4:13 am

    What happened to the progression system I proposed .________.
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    Post by LostHope Wed Feb 25, 2015 4:27 am

    Probe wrote:What happened to the progression system I proposed .________.

    It was long as fuck, but it was good idea too.
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    Post by Perplexate Wed Feb 25, 2015 5:54 am

    Probe wrote:What happened to the progression system I proposed .________.

    The beauty of doing it like so, is that it essentially encorporates your system, but simplify's it, aswell as making it more streamlined.

    Proteo wrote:

    ^true
    Give it a limit of just 1 being bought, or I mean, the other thing that would make it fair is if the flamethrower didn't refuel anymore. IDC how many marines have a flamethrower, but if they can refuel them than that's where I feel screwed

    I added that in my 'Additional Suggestions', how'd you miss it?
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    Post by Proteo Wed Feb 25, 2015 7:55 am

    Perplexate wrote:
    Probe wrote:What happened to the progression system I proposed .________.

    The beauty of doing it like so, is that it essentially encorporates your system, but simplify's it, aswell as making it more streamlined.

    Proteo wrote:

    ^true
    Give it a limit of just 1 being bought, or I mean, the other thing that would make it fair is if the flamethrower didn't refuel anymore. IDC how many marines have a flamethrower, but if they can refuel them than that's where I feel screwed

    I added that in my 'Additional Suggestions', how'd you miss it?

    Cause I'm retarded and can't read XD
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    Post by Datasick Wed Feb 25, 2015 9:06 am

    This is Probes idea.
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    Post by Perplexate Wed Feb 25, 2015 10:52 am

    Datasick wrote:This is Probes idea.

    ?
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    Post by willuwontu Wed Feb 25, 2015 12:04 pm

    Body armor, and flamethrower would not be allowed, (imagine a lobby full of flamethrowers or body armors, would be so fucking annoying)
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    Post by zakhennahr Wed Feb 25, 2015 12:29 pm

    Why not just have the IP cap out at 50, and nades cost 20? Then you have to decide what's more important, starting with two nades and a tov, wrench.

    And, I think you should be able to say you want to get the flamethrower or eye for 30 IP. But, like opting for thing, only one person actually gets that item and it instead does not spawn on the map.

    Basically, all this to make different builds viable. Do you risk 30 IP to get the eye and spend 20 more on a grenade, or possibly eye and 2 tovs, or do you go a guaranteed 2 nades and a tov, etc.
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    Post by Perplexate Thu Feb 26, 2015 1:22 am

    willuwontu wrote:Body armor, and flamethrower would not be allowed, (imagine a lobby full of flamethrowers or body armors, would be so fucking annoying)

    If you read my 'Additional Suggestions', they counteract that by increasing out of combat regen of thing, and a new ability would make it even. And if you also remove the refueling station and BD slow, it should all balance out.
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    Post by Shadow Fri Feb 27, 2015 10:53 pm

    Probe wrote:What happened to the progression system I proposed .________.


    Srry It Was Like 10 POWER paragraphs and I was like nah.....I'll read the one that reefer made....it's probably more funny........srry?
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    Post by Raptor Jesus Sat Feb 28, 2015 6:33 am

    Can we use item points to upgrade from cadet
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    Post by Perplexate Sat Feb 28, 2015 6:44 am

    Raptor Jesus wrote:Can we use item points to upgrade from cadet

    No, Item Points are gained with every rank up.

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