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# Upgrade System Overhaul
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This page outlines the development goals for the Trosnoth upgrade overhaul, intended to ship with Trosnoth 2.0, or possibly 1.10.
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Decisions:
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1. Use coins instead of stars
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2. Scale up the value, e.g. instead of getting 1 star for a kill, you get $1000 (this will also allow us to tweak exact reward amounts for zone captures and kills in comparison to one another)
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3. Abolish the concept of a team stash, and the ability to inadvertently use each other’s coins—each player has their own stash of coins
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* Abolish the upper cap on the number of coins a player can carry, or make it so large it’s hard to reach
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4. When a player dies, they drop some of their coins, which can be collected, and keep some of their coins
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* To help new players, if a player has less than a minimum about of money (say, the cost of one of the cheapest upgrades), they keep all their coins
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* Above that minimum value, we will establish some system where the more coins you have, the more you get to keep, but within reason (e.g. you keep 50% of your coins when you die)
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5. We will abolish the restriction that prevents a player from having multiple upgrades at a time.
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6. Current upgrades will be divided into three categories with different behaviours: weapons, personal items, team items (also, we need to come up with more team items than we currently have)
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7. Individual items will operate much they same as they currently do: you purchase them with your own stash of coins, and they have a time limit.
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8. Team items will have a total cost and a deposit amount. e.g. a minimap disruptor may cost $5000 deposit + $10,000. When a player attempts to purchase a team item, they will pay the initial deposit, then every player will see a progress bar telling them that the item is being bought. There will be a key (e.g. “c”) that will contribute coins, either in discrete amounts (e.g. $1000 per press) or continuously for as long as you hold it down. There will be a maximum contribution cap per player (e.g. no player can contribute more than $10,000 to one item).
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* The team does not lose the team item when the purchasing player dies. We may consider other mechanics for disabling enemy team items.
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* Team items will be time limited (as they currently are)
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* Coins that have been contributed to a team purchase are not lost when the contributing player dies
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9. Players can scroll through purchased weapons using the mouse wheel. Initially when a player spawns, the only available weapon is the standard blaster, with infinite ammo.
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* When a player buys a weapon through the buy menu, that weapon becomes available in the mouse wheel weapon list, and it has a full clip of ammo.
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* Weapons will not have a time limit on their use.
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* When a player dies, the list of available (mouse-wheel accessible) weapons is cleared back to containing just the standard blaster.
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* There will be a new key (e.g. “b”) which buys more ammo for the weapon currently in use.
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10. Abolish randomly spawning stars around the level, but instead have every living player receive coins at a constant, small rate.
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11. When a standard competitive match of Trosnoth begins, each player will be awarded a starting stash of coins (enough to buy some of the cheaper weapons or items).
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* Players who join the game mid-game will not receive this bonus. |
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\ No newline at end of file |