I think this works out the balance and cash issues.
Everyone starts at lvl 0. The leveling requirements are scaled way down.
For example
.....................permanent........in game leveling
The Medic healing
1....................250................100
2....................750................400
3....................4000..............1000
4....................12k................1500
5....................25k................2000
6....................100k..............3000
Something like that.
Firebug damage
1....................25k................750
2....................100k..............1250
3....................500k..............2000
4....................1.5M..............3000
5....................3.5M..............4000
6....................5.5M..............5000
Support damage
1....................25k................1k
2....................100k..............2k
3....................500k..............3.5k
4....................1.5M..............5k
5....................3.5M..............7k
6....................5.5M..............9k
and so on.
The above level suggestions are really just guesses with very little thought about the actual levels. The requirements I am thinking of are if a player plays a single game all of the way through, he should get to lvl 5 75% of the time. If the player busts ***, they can get lvl 6.
I think this solves the balance issue because everyone starts at lvl 0 and so the weapons they can afford for the early levels aren't overpowered.
I think this solves the cash problem because players have to start at the bottom and trade weapons every 2 or 3 waves. Players also don't immediately receive the 50%+ discount for weapons.
I think this solves the overpowered weapon issue because the players are leveling as they can afford new weapons but they have the low bonuses on the low levels.
This also solves the problem of people choosing the best lvl 6 for that particular wave and buying the perfect loadout each time as well.
Comments & suggestions?
Everyone starts at lvl 0. The leveling requirements are scaled way down.
For example
.....................permanent........in game leveling
The Medic healing
1....................250................100
2....................750................400
3....................4000..............1000
4....................12k................1500
5....................25k................2000
6....................100k..............3000
Something like that.
Firebug damage
1....................25k................750
2....................100k..............1250
3....................500k..............2000
4....................1.5M..............3000
5....................3.5M..............4000
6....................5.5M..............5000
Support damage
1....................25k................1k
2....................100k..............2k
3....................500k..............3.5k
4....................1.5M..............5k
5....................3.5M..............7k
6....................5.5M..............9k
and so on.
The above level suggestions are really just guesses with very little thought about the actual levels. The requirements I am thinking of are if a player plays a single game all of the way through, he should get to lvl 5 75% of the time. If the player busts ***, they can get lvl 6.
I think this solves the balance issue because everyone starts at lvl 0 and so the weapons they can afford for the early levels aren't overpowered.
I think this solves the cash problem because players have to start at the bottom and trade weapons every 2 or 3 waves. Players also don't immediately receive the 50%+ discount for weapons.
I think this solves the overpowered weapon issue because the players are leveling as they can afford new weapons but they have the low bonuses on the low levels.
This also solves the problem of people choosing the best lvl 6 for that particular wave and buying the perfect loadout each time as well.
Comments & suggestions?
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