- Joined
- Dec 31, 2004
- Messages
- 20,876
- Reaction score
- 435
Problem:
Paints mess with team colour palettes. Pink and orange lean towards RED and the greens towards BLU.
Solution:
Problem:
Amount of metal in economy always increasing. You can get any hat you want for a few refined metal and very few people use the hat crafting recipe any more. This is a recipe for massive and destructive inflation and the trading economy will go insane. Though this would probably be very funny to watch I'll propose a solution anyway.
Solution:
Introduce crafting blueprints for specific hats
or
Mini-game idea:
Paints mess with team colour palettes. Pink and orange lean towards RED and the greens towards BLU.
Solution:
Ok, simple suggestion. Give players the ability to paint hats twice, once with a RED team colour and once with a BLU team colour, while dividing all the current paints we have into RED, BLU or neutral categories. RED paints will only show up when on RED team, BLU when only on BLU team and neutral if the player is on either team.
Befits:
I suggest putting the current colours into the following categories:
RED
BLU
Neutral
And like I said this could allow them to add more team-orientated colours like:
(colour codes pulled from a simple list, not exactly the colours I had in mind but it gets the point across I think).
Befits:
- No more orange or salmon hats on BLU players. These colours lend towards RED and clash with BLU's colour palette a bit (Just look at the Engineer's hat, for RED it's orange and BLU yellow, the paint take away these subtle nuances of the palette, even the two teams' greys are different).
- Being able to get two hats out of one hat (great for Valve, people will buy twice as much paint).
- Valve will be free to stop trying to make neutral colours and can release different shades of team colours and team tints. Eg, it would be possible to release a turquoise paint (they clearly want a variety but the colour wheel just doesn't have that much neutral space on it and they're edging into both teams palettes already).
I suggest putting the current colours into the following categories:
RED
- Mann Co. Orange
- A Deep Commitment to Purple
- Muskelmannbraun
- Pink as Hell
- Dark Salmon Injustice
- Color No. 216-190-216
- Team Spirit
BLU
- A Color Similar to Slate
- Noble Hatter's Violet
- Indubitably Green
- Zephaniah's Greed
- The Bitter Taste of Defeat and Lime
- Team Spirit
Neutral
- A Distinctive Lack of Hue
- Peculiarly Drab Tincture
- An Extraordinary Abundance of Tinge
- Australium Gold
- Radigan Conagher Brown
- The Color of a Gentlemann's Business Pants
- Drably Olive
- Ye Olde Rustic Colour
And like I said this could allow them to add more team-orientated colours like:
- A Very Fine Vintage
- A Sea of Defeat
- Traffic Cone Orange
- Indigo-go
- A Troubling Stain
(colour codes pulled from a simple list, not exactly the colours I had in mind but it gets the point across I think).
Problem:
Amount of metal in economy always increasing. You can get any hat you want for a few refined metal and very few people use the hat crafting recipe any more. This is a recipe for massive and destructive inflation and the trading economy will go insane. Though this would probably be very funny to watch I'll propose a solution anyway.
Solution:
Introduce crafting blueprints for specific hats
or
I think raising the incentive to craft hats somehow would be better than lowering the value of crate hats. Give a random craft a 1% chance of creating a "Refined Hat". Refined hats have red-wine coloured text and "refined" in front of their names. Refined hats would either have community weapon style sparkles or be solid gold or something. Not painted with the austrailium paint, but with an actual metallic texture. That way the tiers could be
And people would actually have a reason to craft again.
- Unusual
- Refined
- Vintage
- Normal
And people would actually have a reason to craft again.
Mini-game idea:
Elimination
Elimination is activated the same way as the dueling mini-game except that when activated everyone on the server has thirty seconds to accept or decline it. You cannot accept it if you are dead or in the spawn room (the thirty seconds are to let you get ready and out of spawn). Once the time is up the mini-game starts. Everyone who accepted has a skull and crossbones icon (the symbol for the elimination mini-game) appear over their heads and are locked out of the spawn room until they are eliminated.
Players are eliminated if they die for any reason, including suicide, being killed by a player not involved in the mini-game, leaving the game or changing teams. If the round ends or teams are scrambled mid-game before the mini-game is complete then the game is refunded to the user.
One team wins when the other team no longer has any players left in the game. The elimination statistics are tracked by a new all-class human-skull hat (so that you can wear your dueling badge and elimination skull at the same time).
Elimination is activated the same way as the dueling mini-game except that when activated everyone on the server has thirty seconds to accept or decline it. You cannot accept it if you are dead or in the spawn room (the thirty seconds are to let you get ready and out of spawn). Once the time is up the mini-game starts. Everyone who accepted has a skull and crossbones icon (the symbol for the elimination mini-game) appear over their heads and are locked out of the spawn room until they are eliminated.
Players are eliminated if they die for any reason, including suicide, being killed by a player not involved in the mini-game, leaving the game or changing teams. If the round ends or teams are scrambled mid-game before the mini-game is complete then the game is refunded to the user.
One team wins when the other team no longer has any players left in the game. The elimination statistics are tracked by a new all-class human-skull hat (so that you can wear your dueling badge and elimination skull at the same time).