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"Advanced" kits. #271

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HellFiretrol opened this issue Feb 17, 2024 · 1 comment
Open

"Advanced" kits. #271

HellFiretrol opened this issue Feb 17, 2024 · 1 comment

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@HellFiretrol
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Okay. I thought about it, and this is the idea I came up with in the end.

Instead of having 3 premium kits total, we'd have 2 extra kits for every class, but you can only choose 1 per class, and only 3 per player.

What this does: It allows for more diversity in kits, guns, utility and gamestyles, while FINALLY giving us a credit sink post-purchasing all the kits. This can also be a prerequisite to being able to buy all these kits. Plus it's also satisfying to get something special like a special kit.

The kits should NOT give you guns that are plainly better (ex.: more attachments than their class respective lvl 3 kit), but should instead mainly focus on utility and improving the capabilities of that exact class's specialty.

We have the daily quest system, why not also use that to make each advanced kit require the completion of a certain quest? Ex.: _First premium medic kit (call it like paramedic or something): revive 300 people, second premium medic kit (call it battle medic): heal 200 bleedings, kill 500 people

First HAT kit (call it Heavy armor anti-tank): destroy 300 armored vehicles (aircraft, humvee, logi and t-truck don't count)
Second HAT kit (light armor AT): destroy 300 lightly armored vehicles (aircraft, humvees, logi, t-truck and scout vehicles too)_

Also, maybe make it so that you can request your CKs to be an "Advanced kit" too, but you're only able to have 3 Advanced CKs, plus they cost 5$ extra.
Non-CK kits should cost a larger amount of credits, something along the lines of 2k.

https://discord.com/channels/645743633202544643/1208276602786553877

@HellFiretrol
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Wow what an amazing suggestion from Helfrie again this should be added fr :3

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