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 'Cash For Kills' concept 
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A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
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Post 'Cash For Kills' concept
Wouldn't be very hard to implement, just want to know how people would feel about it.

Personally, I just REALLY do not like to mine. It's too much work, and more often then not, you'll just get shot up.

And whilst I know people are often opposed to things costing negative gold, I have thought up a better idea.

What if we modified the base actors, to gib a fraction of their cost in gold upon torso/head annihilation?

It would be easy to implement, could remove mining entirely if you were really good, and add a reason to gibbing other then 'lolgibs'.

So what do you think?


Wed Sep 12, 2007 1:33 pm
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Post Re: 'Cash For Kills' concept
I don't think there's really a point in this. If you keep running out of cash in the middle of a game and can't be bothered to mine, just cheat.


Wed Sep 12, 2007 1:57 pm
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Post Re: 'Cash For Kills' concept
Nah, I don't like.

Design your bunker so the you have a guy mining deep below while your guys defend topside. And once the Propose Ceasefire idea is implemented, cash for kills kinda.. kills the game.

Though there was the mod where you could recycle old robot bits of this and chunks of this and that for cash.


Wed Sep 12, 2007 2:13 pm
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Post Re: 'Cash For Kills' concept
Plus, mining is easy now. Build your bunker in such a fashion that it allows you to just set a green or blue clone to Gold Dig mode and leave him be.


Wed Sep 12, 2007 4:30 pm
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Post Re: 'Cash For Kills' concept
How about the ability to earn gold (albeit much less than normal) from mining metal and parts of things? It would be like "selling" the material.


Wed Sep 12, 2007 6:15 pm
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Post Re: 'Cash For Kills' concept
Maybe like a Grinder you can set up in your bunker. Throw weapons and other stuff you dont need into it; it'll crush and recycle the material, giving you 50% gold back or something.


Wed Sep 12, 2007 6:27 pm
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Post Re: 'Cash For Kills' concept
I'd like to see a tiny monetary reward, say 1 - 2 oz of gold for every kill, or perhaps a special kind of dropship that makes it easier to scoop up objects for recycling.


Wed Sep 12, 2007 6:39 pm
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Post Re: 'Cash For Kills' concept
Seraph wrote:
I'd like to see a tiny monetary reward, say 1 - 2 oz of gold for every kill, or perhaps a special kind of dropship that makes it easier to scoop up objects for recycling.

Maybe it could be like a mini version of the World Devastators from Rogue Squadron?


Wed Sep 12, 2007 6:59 pm
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Post Re: 'Cash For Kills' concept
Seraph wrote:
I'd like to see a tiny monetary reward, say 1 - 2 oz of gold for every kill, or perhaps a special kind of dropship that makes it easier to scoop up objects for recycling.

Using a clone to pick up four or five items, then throwing them in is not really all that difficult


Wed Sep 12, 2007 7:22 pm
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Post Re: 'Cash For Kills' concept
Ooh, like a mercenary? Thats cool...


Wed Sep 12, 2007 8:14 pm
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Post Re: 'Cash For Kills' concept
ProjektTHOR wrote:
Seraph wrote:
I'd like to see a tiny monetary reward, say 1 - 2 oz of gold for every kill, or perhaps a special kind of dropship that makes it easier to scoop up objects for recycling.

Using a clone to pick up four or five items, then throwing them in is not really all that difficult



Trying to get that clone away from the battlefield or getting a drop ship in without it getting hit by another or shot to pieces is a bit more difficult.

I think it would be cool to see those kinds of drop ships appearing during a ceasefire to clear up.


Wed Sep 12, 2007 9:11 pm
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Post Re: 'Cash For Kills' concept
Idea:

Dropship that is very tall. The dropship engines have a very high MaxVelocity. The high engines allow the exit port of the dropship to drop on top of items without killing the engines. Heavy duty engines allow it to pull itself from dirt.

Would that work? Can a DS land on an item and pick it up?


Wed Sep 12, 2007 10:52 pm
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Post Re: 'Cash For Kills' concept
Or you could make a gigantic shovel. Make the bottom of the shovel open up and pick up crap. Then fly away. :D


Thu Sep 13, 2007 9:47 am
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Post Re: 'Cash For Kills' concept
Maybe you could make a drop ship where, when it opens, it shoots a weak but somewhat long range digger beam downward, as well as whatever those "pull" guns use to pull stuff... basically making it like a UFO with those suction beams, as well as being able to clear up gibbed stuff... or even hover around and mine, with a more heavy duty version. You could set it up to get gold from sucking up certain things; sucking up gold would of course give you gold, items could be a percentage of how much that item costs, and maybe even a small amount from sucking up certain typed of gib, like robot parts. Maybe the heavy duty version could even suck up entire actors for a partial refund... even enemy ones if they happen to be unarmed.

- Just an idea, no idea how to code for this game, but I think it sounds fairly doable, even relatively easy.


Sun Sep 16, 2007 9:03 pm
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REAL AMERICAN HERO
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Post Re: 'Cash For Kills' concept
Solace wrote:
Maybe you could make a drop ship where, when it opens, it shoots a weak but somewhat long range digger beam downward, as well as whatever those "pull" guns use to pull stuff... basically making it like a UFO with those suction beams, as well as being able to clear up gibbed stuff... or even hover around and mine, with a more heavy duty version. You could set it up to get gold from sucking up certain things; sucking up gold would of course give you gold, items could be a percentage of how much that item costs, and maybe even a small amount from sucking up certain typed of gib, like robot parts. Maybe the heavy duty version could even suck up entire actors for a partial refund... even enemy ones if they happen to be unarmed.

- Just an idea, no idea how to code for this game, but I think it sounds fairly doable, even relatively easy.


That's so impossible it's laughable.


Sun Sep 16, 2007 9:11 pm
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