kurwabomber / Incremental-Fortress

extended TF2 MvM into idle/incremental game scale
GNU General Public License v3.0
6 stars 0 forks source link

New Upgrades that could be added to engineer #36

Open ChaseTownsend opened 1 month ago

ChaseTownsend commented 1 month ago

I wont have a price For Some of these Upgrades So you can Make a price for them If you add them. You can change the values to Whatever would balance them out. If staged Upgrade Caps are bad then you could just use the Stage 3 cap I have or set it to what you want.

For The Dispenser Increased Healing and ammo dispensed Definition: increases the amount of hp, ammo, metal, and cloak that gets dispensed Amounts: +20% Each Upgrade Stage 0 Max: +300% , Stage 1 Max: +600% , Stage 2 Max: +900% , Stage 3 Max: +1200% Alternate Max: +1400% // this will be the max without stage changes Price: $1000 (+$400 Increase Per Upgrade) Extra Info: This is Multiplicative and uses the buildings default amount that is set per level. Variables: Level , Healing/s , ammo%/s , Metal/5s , Cloak%/s // These might be wrong but its just an example Default values: Level : 1,2,3 | Healing/s : 10/s , 15/s , 20/s | ammo%/s : 20%/s , 30%/s , 40%/s (This would be Capped at 100%) | Metal/5s : 40/5s , 50/5s , 60/5s | Cloak%/s : 5%/s , 10%/s , 15%/s (This would be capped at 100%)

For The Rescue Ranger Increased building healing Definition: Increases How much hp your rescue rangers bolts heal per shot Amounts: +40 Each Upgrade and Stage 0 Max: +360 , Stage 1 Max: +760 , Stage 2 Max: +1160 , Stage 3 Max: +1560 //This might not need a Max but if you want a Max you can use these or change them Alternate Max: +1960 // this will be the max without stage changes Note The Max amounts are 40 less so that it is a even 400 , 800, 1200 , and 1600 you can change this if you want Price: (+$ Increase Per Upgrade) You can make a price Extra Info: Additive to the default 40, This will use more metal so Make an upgrade tip explaining that this will use more metal Variables: Healing Per Shot // This might be wrong but its just an example Default values: Healing Per Shot : 40

For The Gunslinger Increased Throw force Definition: Increases How far you can throw Your Mini Sentry's (+10% Each Upgrade and Stage 0 Max: +20% , Stage 1 Max: +50% , Stage 2 Max: 80% , Stage 3 Max: 100%) Alternate Max: +100% // this will be the max without stage changes Price: (+$ Increase Per Upgrade) Extra Info: This is Multiplicative and uses the value you set for how far the mini sentry's go. Variables: (Throw Force) // This might be wrong but its just an example Default values: Throw Force : Could not find

If you don't Like Any of my Upgrades or they Are not Possible please tell me in a comment and if not why then could you please explain Why not. As you can tell i put a lot of detail For the dispensers stats i just used the wiki

kurwabomber commented 1 month ago

Dispenser healing and ammo regeneration is already an upgrade (making clearer with new update that separates PDA and wrench)