AsianJoyKiller, on November 04 2012 - 04:30 PM, said:
RedVan, on November 04 2012 - 01:04 PM, said:
If the other team is just so bad as to get dominated, allowing the winning side to replenish items isn't really going to matter. They'll win anyway. So I wouldn't worry about this ability causing an imbalance. On the other hand, I've been on the side getting wrecked, but, I was still staying alive myself long term. I was the only one in the match staying alive, from either team. So the ability for me to replenish items could have actually balanced it out more. For every time you can say it'll make the match imbalanced, you can come up with another way that it would re-balance it.
What I meant with ingame "currency" is not related to XP or MP. It would be similar to MWLL where you earn credits ingame to spend on items in a single match. It's nothing permanent. You lose all the credits when the match ends.
Also, Tribes: Ascend has a similar currency mechanics.
Getting kills or performing certain actions awards credits. Credits can be used on calldowns like a resupply station.
Thing is, I think items would have to be pretty pricey to balance things out.
I mean, otherwise, I could just get a few kills and buy a new healing orb whenever I needed one. Or I'd just spam the fuzz out of EMPs and HEs.
Well obviously, everything would need to be balanced. Didn't think I'd need to mention that basic fact ;P
Edited by RedVan, November 05 2012 - 07:07 AM.