Howdy forum!
I had a little idea when I was playing with my friends and I was encouraged to post it here...
What if the way armour costs changes depending on difficulty? Let's say, for example, that on normal and hard it works like it does now (you can buy some amount of armour as long as you have some money); on suicidal, however, you'd have to pay for the full armour first before being able to repair it (and that's assuming you never reach 0); on hell on earth you can only purchase full armour.
I'm unsure as to how it would interact with medics being able to repair armour (it's actually fairly exploitable when you think about it) but I've read about people thinking that purchasing armour in chunks is a bit unfair so I wondered what you thought about this.
Worst case it could become an interesting mutator (when and if they are implemented).
I had a little idea when I was playing with my friends and I was encouraged to post it here...
What if the way armour costs changes depending on difficulty? Let's say, for example, that on normal and hard it works like it does now (you can buy some amount of armour as long as you have some money); on suicidal, however, you'd have to pay for the full armour first before being able to repair it (and that's assuming you never reach 0); on hell on earth you can only purchase full armour.
I'm unsure as to how it would interact with medics being able to repair armour (it's actually fairly exploitable when you think about it) but I've read about people thinking that purchasing armour in chunks is a bit unfair so I wondered what you thought about this.
Worst case it could become an interesting mutator (when and if they are implemented).
Armour and difficulty
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