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cazzoforge-scripts's Issues

Bountying for Co-Op Useless

I would like to see cash/kill/point rewards from bounties be applied to Bot Kills in co-op mode.

We had a 15k other night. The rewards are crazy for bountying even in PvP, no reason to not apply them in Co-Op and give people a fun feat to attempt.

I believe we should still keep the bounty increases as fixed in Co-Op / for Bot Kills.

PvP Startup Incentive - Cash Happy Hour

We need incentives for PvP games to start to expand our audience for the zone.

I would like to do double Cash Rewards for jackpots and kills everyday from 9pm est to 11 pm est.

I would also like arena messages that start at 8pm est letting players know about the cash happy hour coming up in PvP but I can do those manually for now to test the concept.

Loot Drops for PvP

We could use 1 Loot Table that is used for any and all player deaths.

Dice, Powerups, set items and Co-Op Gear would be some potential drops.

Loot Messaging

The yellow system messages blend in with team deaths.

Many people are not able to keep track of the loot drop messages.

I would like personal loot drops to be changed to chat messages with a bong sound.

Also, other players drop messages are currently displayed in purple as "dropped for you" instead of the player name of who it dropped for.

Flag Progress Jackpot

Right now Jackpot for Co-Op is setup into 2 parts.

One is Mvp Jackpot Reward which is %MVP * Jackpot
Other is the difficulty win reward which is a nice bonus that scales well with difficulty level.

I would like to add a third part. The flag progress jackpot. So at end of game you would get:

Mvp Jackpot Reward which is %MVP * Jackpot
% Map Completed Reward which is (owned Flags/ Total Flags) * Jackpot
Difficulty Win Reward (if you won)

#2 Priority - Upgrading/Lucky Dice Woes

People still hate failing and the Lucky Dice concept isn't intuitive enough as well a very annoying to keep having to drop before upgrading or buy just enough to get max and make sure you don't go over, etc. We would greatly solve most the complaints by introducing a few changes. This method basically involves a variable for each player set by the default # of dice they would like to use for upgrades. They would use ?dice ### to set the variable.

When you purchase an upgrade on F10 it should prompt you with the following messages and put a 5 second delay before it takes action on the upgrade.

  • Your upgrade attempt of %Weapon% has a __% success rate using ## Lucky Dice in your inventory and will be completed in 5 seconds. (This will use all the dice in your inventory by default)
  • If you would like to purchase ## more Lucky Dice for ##k to give your upgrade attempt a ##% type ?dice ##. (## would be the max dice to use to get upgrade to 100%, or less than that they if they do not have enough cash.)
  • If you would like to use no Lucky Dice for this upgrade or a different # of Lucky Dice for this upgrade you may also type "?dice 0" or "?dice " or "?dice max".

Players can see all loot on relog.

Entering an arena allows you to pickup anyones loot that is still on ground. Very broken if you relog as soon as rare item drops and steal it.

#1 Priority- Bots & Green/Yellow Physics - HS

Bots desperately need to have the logic to where they can fire over yellow/green physics. This is very important for map balancing as well as gameplay for any future maps I build. I understand Marine may be a little bit hard for this to be implemented, but ripper should be easy.

Right now bots treat yellow/green as orange physics

Powerup Inbalance

The use at your own will function will be removed. Powerups will only last immediately after picked up. Weapon Powerups will boost your current weapons instead of giving you a bonus weapon. Oct will handle.

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