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Going into hiding & Cutting trigger time Started by: Dutch_Man on Jan 24, '12 01:55

As you can see in the title thread I have two suggestions.

First: Cutting trigger time down to 30 minutes by paying 10 creds to gain the ability to shoot 30 minutes faster. Obviously this would be a per shot case. So you can shoot twice per hour but will cost 10 creds per extra shot.

Going into hiding: So a war breaks out, you need to pro yourself but don't want to risk someone taking a shot on you. Pay 10 creds and you get a 2 hour pro Unless of course you shoot at someone in which case you lose your pro as normal.

I said 10 creds but tbh I think it would be better if it were more expensive, but I thought 10 creds was a good place to start.

 

Thoughts? Ideas?

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Hmm.. Interesting idea, something else to spend credits on, perhaps enough that more will buy them..

I think if something like this were implemented, it should probably have a cooldown on its uses, perhaps only once or twice in a 24 hour time frame.

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I was thinking maybe a 4 hour cooldown?

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The problem I see with this is by spending credits you gain a clear cut advantage over the people who can not afford to purchase credits. People with more resources will be able to further their stats much quicker than those without. 

It is an interesting idea, but I don't think in all fairness can be implemented. 

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Saving in game cash to buy Ca's to further build a savings is an easy and effective way to build a nice amount of credits. Obviously your wallet is the fastest way to gain an advantage but I feel you can do so without spending a dime.

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As Dutch_Man said, even with todays ridiculous credit prices it'll take a hell of a lot longer of course, but it still can be done. To the original post, I agree with both ideas. 10 credits seems like a reasonable amount.

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It really doesn't actually, and this is a clear cut advantage for those who can afford credits with real cash.

If you're telling me you can make enough money for 10 credits every four hours without paying any of your real money into the game, then I will call you either a liar or a cheater :)

Those not financed by their wallets also have to get 3 credits per 2 days for MIAs, 5 credits per month for toolbars, 1 credit per week for wackback save... That might not sound like a lot but it adds up, especially if you have bodyguards to heal and send up tribute to a crewleader.

Even if the "cooldown" was 24 hours, raising 3+ million every day is pretty damn hardcore and I doubt you could afford any other credit bought features without dipping into real cash. This to me would not be a good move forward for the game.

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Deadlysin, I do not use real cash to fund my CA, I save my earnings, play the credit market and reinvest. It can be done. The point is you SAVE to spend later!! Obviously you can not raise 3 mil every four hours, but you can save and put creds aside for when you need them, like during war time.

Deciding where and when to spend the money you earn in game is also strategy. You pay 3 credits every 2 days, I feast on IA's or Durdens, you pay 1 credit for wb protection, I take the risk. You pay 5 creds for a monthly toolbar... so do i tbh, an not live without it, but there are those who do not use it... so in one 30 day period I saved myself 14 creds. Im up to use that 10 credits I saved to shoot faster during war time...

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Well, I didn't mention CAs in any of what I said, because I too saved for a while to be able to afford that luxury. CAs are also something you can save for in your own time, unlike Toolbars/wackback save/MIAs which all have some kind of timer to renew the purchase.


You seem to miss the basic premise of what I was saying. The whole point is that paying players do not gain advantage over non-paying players. Paying players, if that feature is ever brought in, would have a ridiculous advantage training their guns. They would be able to use this as soon as the "cooldown" ended (every single time), making non-paying players at a severe disadvantage. That is why this is such a bad idea, and why it should never be put into the game.

Either shooting time is reduced for everyone, or no-one.

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I think I have to agree with DeadlySin, though I have more issue with the 2nd idea than the first really.

No-one should have a risk free ability to be unkillable. If you want protection from potential attacks, then you need to take the risk that comes with that. IMO of course.

The first idea I too would be unlikely to use as i don't have the luxury of spending RL cash on credits, so would be unlikely to have spare credits to throw away simply for a kill. But thats personal preference for me, I actually wouldn't really be bothered if thats what someone really wanted to use their credits on while taking the risk on such things as wb and not using their credits on the other options available.

I can see where DS is coming from though, but I feel it unlikely there would be too many people, if any, that would value 1 kill high enough to spend 10 credits on it.

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i agree with DS that this would end up being an advantage to paying players, but i also think that no one would spend 10 credits on a kill except during a war. and, even at a 35% bonus to credit purchases, multiple 10 credit shots stack up fast.

all that said, i would not be opposed to a limited version of the short timer idea. even using only in-game cash as i have mostly done, it's not that hard to pull together 10 credits and if it was limited to once in a 24 hour period, it would not be a major advantage to the paying CD users.

the buy protection? no. not unless that protection means you can't do ANYTHING. for that to be a good idea in my mind, it would have to be police protection, the equivilent of being in jail. no mail, no crimes, no nothing.

my only exception to that would be the forums. so, a set up where you can access nothing but the forums. but even with that, i'm reluctant to endorse that idea.

 

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