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- //these changings and comments are by BlackRedDead
- //whole commented sections are entrys that aren't implemented yet, but hopefully will because we need them!
- //@Dev's: feel free to change/remove comments if this get commited into the game! (to reduce filesize and smooth code)
- RankPointParse
- {
- heal
- {
- "name" "heal"
- "description" "healing %i units worth"
- "points" 1
- "wages" 10 //lowered because it's a basic task you do quite often and can be farmed! ;-)
- "ammount required" 60 //100hp is 1 player without health upgrade, while 100hp on a vehicle is half of it or less! - 60 makes sure that you can't get that twice to easy on 1 soldier without health upg. and even with it will take some dmg&time - could be 50 but should not exceed 65! (for above reason and to encourage healing)
- }
- repair
- {
- "name" "repair"
- "description" "repairing %i units worth"
- "points" 1
- "wages" 10 //lowered because it's a basic task you do quite often and can be farmed! ;-)
- "ammount required" 100
- }
- // e-build
- // {
- // "name" "e-build" //tough we need a rebalance of repairspeed of the "calculator" - because atm e-build is faster than engineer without repair upgrade xP
- // "description" "E-build %i units worth"
- // "points" 1
- // "wages" 10 //just as much repairing gives! - you just need longer
- // "ammount required" 100
- // }
- // recycle
- // {
- // "name" "recycle"
- // "description" "recycle %i units worth"
- // "points" 1
- // "wages" 40 //should encourage players to recycle vehicles!
- // "ammount required" 100
- // }
- enemykilled
- {
- "name" "enemykilled"
- "description" "enemy killed"
- "points" 1
- "wages" 20
- }
- // spottetenemykilled
- // {
- // "name" "spottetenemykilled"
- // "description" "spotting an enemy which aided in his kill"
- // "points" 1
- // "wages" 10 //just half of what you would gain for the kill
- // "ammount required" 2 //to balance ranking up for just spotting
- // }
- buildingdestroyed
- {
- "name" "buildingdestroyed"
- "description" "destroying an enemy base building"
- "points" 1
- "wages" 50 //buildings are high value targets, that should reflect that! - thinkering with 100, but idk how powerfull that would be...
- }
- // defencebuildingdestroyed
- // {
- // "name" "defencebuildingdestroyed"
- // "description" "destroying an enemy defence building"
- // "points" 1
- // "wages" 15
- // "ammount required" 2
- // }
- // engineerbuildingdestroyed
- // {
- // "name" "engineerbuildingdestroyed"
- // "description" "destroying an engineer building"
- // "points" 1
- // "wages" 25
- // "ammount required" 2
- // }
- // buildingdamagedealt
- // {
- // "name" "buildingdamagedealt" //to counter the repairingbonus
- // "description" "damaging an enemy building by %i"
- // "points" 1
- // "wages" 10 //just the same as repairing
- // "ammount required" 100
- // }
- spottedbuildingdestroyed
- {
- "name" "spottedbuildingdestroyed"
- "description" "spotting an enemy building which aided in its destruction"
- "points" 1
- "wages" 25 //just half of what you would get for destroying it yourself
- "ammount required" 2 //spotting to rank up? o.O
- }
- sabotage
- {
- "name" "sabotage"
- "description" "sabotaging %i buildings"
- "points" 1
- "wages" 20
- "ammount required" 2
- }
- defuse
- {
- "name" "defuse"
- "description" "disarming %i mines"
- "points" 1
- "wages" 40 //increased to payoff the high danger!
- //"ammount required" 2 //removed because it takes quite long to defuse and you are mostly uncovered and in danger by friendly freebees ;-)
- }
- capturingflag
- {
- "name" "capturingflag"
- "description" "capturing flag"
- "points" 2 //increased because capturing flags is often a win condition!
- "wages" 25 //aswell increased for that reason [edit] halfed because useless on infantry only maps!
- }
- criticalassist
- {
- "name" "criticalassist"
- "description" "%i critical kill assists"
- "points" 1
- "wages" 20 //increased because critical - tough i'm not sure if it means "crit" like headshot or just being highest dmg dealt to target(?)
- "ammount required" 2
- }
- simpleassist
- {
- "name" "simpleassist"
- "description" "%i kill assists"
- "points" 1
- "wages" 15 //increased because it is the payoff for 3 assists = 5 per assist! ;)
- "ammount required" 3
- }
- // criticalvehicleassist
- // {
- // "name" "criticalvehicleassist"
- // "description" "%i critical vehicle destruction assists"
- // "points" 1
- // "wages" 60 //increased because critical - tough i'm not sure if it means "crit" like hull dmg or just being highest dmg dealt to target(?)
- // "ammount required" 2
- // }
- // simplevehicleassist
- // {
- // "name" "simplevehicleassist"
- // "description" "%i vehicle destruction assists"
- // "points" 1
- // "wages" 40 //increased because it is the payoff for 4 assists
- // "ammount required" 4 //you often assist much more in a vehicle than as infantry ;-)
- // }
- tankdestroyed
- {
- "name" "tankdestroyed"
- "description" "destroying an enemy vehicle"
- "points" 1
- "wages" 60 //high value targets, propably harder to kill than buildings
- }
- infantrydestroyedtank
- {
- "name" "infantrydestroyedtank"
- "description" "destroying an enemy vehicle"
- "points" 1
- "wages" 60 //idk about this one - theo. it's not that easy task, but because the balance in this scenario is IMBA (RPG worthless, sticky devasting) it should be on the same niveau as normal tank destroying [edit] but it would be great if killing tanks as infantry would be reasonable hard and more rewarding! - increase rpg dmg and fix the angle restrictions of tanks (though that has many more reasons to do than balancing out stickys!)
- }
- spottedtankdestroyed
- {
- "name" "spottedtankdestroyed"
- "description" "spotting an enemy vehicle which aided in its destruction"
- "points" 1
- "wages" 30 //half of what you would gain for destroying it yourself
- "ammount required" 2 //for balance, spotting just to earn rank points...
- }
- commanderbonus
- {
- "name" "commanderbonus"
- "description" "commanderbonus due to squad operations"
- "points" 1
- "wages" 5 //lowered, 1. when a commander EVER need wages 2. i had many matches where i never locked the vf and end up with - by far - the highest wages!
- }
- // turretkill //for engineer and commander turrets
- // {
- // "name" "turretkill"
- // "description" "%i turret kills"
- // "points" 1
- // "wages" 10 //lower than regular kill - turrets are independent AI weaponary! ;-)
- // "ammount required" 2 //for balance, ranking up by turret kills feels a bit fishy!
- // }
- squadleaderbonus
- {
- "name" "squadleaderbonus"
- "description" "squad leader participation"
- "points" 1 //squadplay boost individual progress [edit] the bonus already boost it, reduced back to 1
- "wages" 5 //but gives lower wages as counterbalance [edit] stays low because squadplay shouldn't give much more wages!
- }
- squadbonus
- {
- "name" "squadbonus"
- "description" "squad participation"
- "points" 1 //squadplay boost individual progress [edit] the bonus already boost it, reduced back to 1
- "wages" 5 //but gives lower wages as counterbalance [edit] stays low because squadplay shouldn't give much more wages!
- }
- revive
- {
- "name" "revive"
- "description" "reviving a team mate"
- "points" 1
- "wages" 10 //lowered because it's a basic task you do quite often and can be farmed - also already safe your team tickets! ;-)
- }
- emp_increase_rank
- {
- "name" "emp_increase_rank" //guess thats the "lategame joining player" bonus - seems okay
- "description" "emp_increase_rank"
- "points" 10 //results in getting the first slot
- "wages" 200 //enough to even buy an apc!
- }
- }
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