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bulletdamage = 130
bulletdamageup = 65
bombdamage = 775
Items

Level 1 (INFINITE Level 1 items)
exp = 1-1000

Guns
Pulse Laser exp 0 $500 ships 12345678
bulletdelay = 25
bulletenergy = 25
bulletlevel = 2
bounce = 1

Beam Array exp 100 $2500 ships 12345678
bulletdelay = 25
bulletenergy = 25
bulletlevel = 1
bounce = 1
multifire = 1

Flechette Gun exp 500 $5000 ships 12345678
bulletdelay = 22
bulletenergy = 22
bulletlevel = 1
multifire = 1

Level 2 (THREE Level 2 items)
exp = 1000-5000

Disruptor exp 1000 $10000 ships 1 3 5
bulletdelay = 22
bulletenergy = 23
bulletlevel = 3

Phaser exp 2000 $15000 ships 12345678
bulletdelay = 17
bulletenergy = 25
bulletlevel = 2

Plasma Cannon exp 5000 $30000 ships 1 3 5
bulletdelay = 28
bulletenergy = 22
bulletlevel = 3
bounce = 1
multifire = 1

Level 3 (ONE Level 3 item)
exp = 6000-8000

Mass Driver exp 6000 $50000 ships 1234567
bulletdelay = 11
bulletenergy = 27
bulletlevel = 1
multifire = 1

Trap Laser exp 6500 $55000 ships 1 34567
bulletdelay = 27
bulletenergy = 17
bulletlevel = 2
bounce = 1
multifire = 1

Positron Gun exp 8000 $70000 ships 1 34567
bulletdelay = 25
bulletenergy = 19
bulletlevel = 3
bounce = 1

 

 

Within that is a not complete example of a new item set. Basically, it'd have 3 levels of items.

* 1st = Weakest items, 2nd = Moderate strength, 3rd = Strong (like current signature items)

 

A few other stuff:

* Max exp requirement for non-alien tech items would be 8000. Alien tech items would still be 25000 exp. Existing items would be rebalanced to go under this amount, except for 5m, 10m alien tech.

* Money and Exp is gained as fast as it does now, including the jackpot.

* In the level 2 items, there would be more bouncing guns added, mainly for gunner ships.

 

 

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