omnomnom Posted October 2, 2013 Report Posted October 2, 2013 bulletdamage = 130bulletdamageup = 65bombdamage = 775ItemsLevel 1 (INFINITE Level 1 items)exp = 1-1000GunsPulse Laser exp 0 $500 ships 12345678bulletdelay = 25bulletenergy = 25bulletlevel = 2bounce = 1Beam Array exp 100 $2500 ships 12345678bulletdelay = 25bulletenergy = 25bulletlevel = 1bounce = 1multifire = 1Flechette Gun exp 500 $5000 ships 12345678bulletdelay = 22bulletenergy = 22bulletlevel = 1multifire = 1Level 2 (THREE Level 2 items)exp = 1000-5000Disruptor exp 1000 $10000 ships 1 3 5bulletdelay = 22bulletenergy = 23bulletlevel = 3Phaser exp 2000 $15000 ships 12345678bulletdelay = 17bulletenergy = 25bulletlevel = 2Plasma Cannon exp 5000 $30000 ships 1 3 5bulletdelay = 28bulletenergy = 22bulletlevel = 3bounce = 1multifire = 1Level 3 (ONE Level 3 item)exp = 6000-8000Mass Driver exp 6000 $50000 ships 1234567bulletdelay = 11bulletenergy = 27bulletlevel = 1multifire = 1Trap Laser exp 6500 $55000 ships 1 34567bulletdelay = 27bulletenergy = 17bulletlevel = 2bounce = 1multifire = 1Positron Gun exp 8000 $70000 ships 1 34567bulletdelay = 25bulletenergy = 19bulletlevel = 3bounce = 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. Quote
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