(1)So now we can have tin-cans running around, whether or not they help the team get a multiplier?
(2)I'm sorry, but leechers exist on both teams in the long run. (3)If you can't afford keeping your favourite armor on at all times, you are just not a good enough player, and should adjust the cost of your gear. Skyrayfox was cruising for days on his plated charger recently, but he was also making his team win consistently, and it's a given that he either had a near-constant x5 or he would loose his cash very fast.. Even if it were a million.
(4)Anyway.. this idea would soften up the game a bit, and if I know the devs right, they are all for trolling and a hardcore perhaps unfair game experience!
Pretty amusing post, sadly the entire thing from start to finish doesn't apply in this thread. Allow me to shred your post apart, sentence by sentence.
(1)This is exactly why I suggested that if implemented, we would need to lower the average gold gained so that effective upkeep in the game wasn't changed at all. It would be rather easy to do as well. We know that 50g tics per round amount to being able to sustain about 25000 gold worth of equipment on average, as shown by WaltF4 in this post:
http://forum.c-rpg.net/index.php/topic,8400.0.htmlThis means that were a player able to keep his insurance gold on the rounds nothing breaks, it would sustain 25000 gold worth of equipment, by itself. That isn't how it would work though, the gold doesn't carry over. I'd estimate about 18000 gold sustainability with equipment cost equally split between 6 items because of this.
If the gold per tic were lowered to about 30g then using the formula from the link above:
average equipment cost = 30 gold * (average multiplier)/0.002 = 30000
Adding the 30000 gold + 18000 gold from insurance puts us 2000 gold under the 50000 gold sustainability with the current system.
(2) So you're saying that because they should be equally split between both teams(I'd argue this isn't actually the case due to skewered balance often putting 20 players againt 30 and in worse case scenarios, twice as many players on one team.) that leeching isn't a problem? Okay, so you support leeching, cool, what about your intentions to play Strategus then? Do you realize that much of the problems for balancing strategus come from "gold farming"? This one change could essentially remove that problem altogether as it would make gold farming significantly harder.
(3) Myself, personally? I'm just about the only person I've ever seen that has been able to sustain having their plate armor on 100% of the time, since I started using plate about two to three months ago. I have somewhere around an average multiplier of 2.5. Now, with the market, I could sustain using my plate armor at a 1x multiplier for ever. I can assure you, I am not nearly as biased as you're making me out to be. This change wouldn't really affect me at all aside from fewer headaches caused by leechers and gold farmers.
(4) It would soften it up for beginners a bit, sure. Aside from that it could go both ways. Depending on the new value of gold per tic, it could make the average sustainability lower.
Really, your first sentence gets me the most. I address this specifically in my original post, I wish you had read it thoroughly.