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Thread: Item Slots

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    @Zero?
    I was wondering if you can make it so that for every FIVE points difference in team scores, the losing team would get an extra item slot.
    This way players on the loosing team can make a comeback faster so that the balance of power doesnt stay shifted towards the discounted items too long.

    It might make the score balanced more crucial after each 5 losses?
    With the introduction of slot-weighted items, i think this is a must.

    And if the score difference drops below the 5 points difference, then that extra +1 item on that extra slot is only carried until the player dies after that comeback.

    Add that to the fact that u are making the item/slot bonus per player on the loosing team, and it will become a good way for some players who gt their ass kicked for many rounds to be able to hoarde items in extra item slots assuming that thry didnt lose.

    The balance of power will start shifting a bit more dynamically than that of the 19 in 0 and immediate 21 in 18 game scored we are constantly seeing...


    EXAMPLE
    MAYBE NOW it goes
    5 in 0, (loosing team gets discount + extra item slot)
    6 in 3, (loosing team has slight discount, no extra item slot except for those still alive from last line)
    7 in 5, (barely noticeable discount)
    8 in 8 (tie game)
    9 in 12, (those with that extra item slot, or people who hoarded discounted items and stayed alive shifted the power to this side)
    9 in 14, (5 points difference, first team gets + item slot that might allow them to fit in a gd combination, such as lace health helm, they normally cant do bcos of weighted items)
    11 in 15, (catching up before timeleft == 0)
    15 in 15 for match point. (suspenseful game?.... ideally i mean)
    Last edited by CYBER; 09-26-2013 at 02:46 PM.
    Started from bottom. Now we here. <IBIS>


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    Trying to hack in IBIS is like trying to kill someone in a police station, not the best idea...

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