Suggestion for new skill
jerrycan
07 Jun 2012
I would rather see a perk which increases credits income with an increasing multiplier which gets higher if you win multiple times in a row and gets reset to 0 when you lose. That way you encourage teamplay instead of braindead grinding.
Edited by jerrycan, 07 June 2012 - 05:06 PM.
Edited by jerrycan, 07 June 2012 - 05:06 PM.
netroadster
07 Jun 2012
jerrycan, on 07 June 2012 - 04:22 PM, said:
Simple, it allows players who can't afford to play that tank normally (ie. they are not doing well enough in that tank to make money with it), to play it more often. Which leads to a higher frequency of bad players in top tiers.
jerrycan, on 07 June 2012 - 05:05 PM, said:
I would rather see a perk which increases credits income with an increasing multiplier which gets higher if you win multiple times in a row and gets reset to 0 when you lose. That way you encourage teamplay instead of braindead grinding.
Edited by netroadster, 07 June 2012 - 07:12 PM.
netroadster
07 Jun 2012
Ectar, on 07 June 2012 - 04:09 PM, said:
Nice idea, moving to the suggest forums.
Selous, on 07 June 2012 - 04:35 PM, said:
Good idea but never happen , unless its a gold module ( and even then doubtful)
credit earning in WoT has constantly been lowered to encourage players to use premium accounts/tanks so I just dont see WG giving players a way to earn extra "free" credits.
credit earning in WoT has constantly been lowered to encourage players to use premium accounts/tanks so I just dont see WG giving players a way to earn extra "free" credits.
Since this is about a perk that would make repair (And ammo) less expensive where it already are cheap premium tanks would benefit and make them even more attractive. Of course some won't like that, but there will always be somebody who is not happy.
@ A_Tiny_Mistake I don't know... "Commanders Family Ties"? ""Connections" I encourage everybody to post their name suggestions since I suck at inventing names...
netroadster
08 Jun 2012
Lord_Demon
11 Jun 2012
Repair cost reduction could be done without messing up the system too bad by providing fixed reduction instead of percentage.
For example, reduction of 20 credits per percent of skill (assuming skill is on one crew member, maybe 5 credits/% if it is available to all), leading to total reduction of 2000 credits at 100% skill. This won't be that much in the 30k+ repair cost of Tier X heavy, but will do wonders to tier V med that has about 4k credit repair.
And obviously they must make sure that if the repair cost is below 2000 credits, you won't GET money for repairs, just get free repair.
This way the skill would be very usefull to credit earners and mid tiers, and still useful to high tiers, without messing up the idea of forcing people to play med tiers to fund highs.
For example, reduction of 20 credits per percent of skill (assuming skill is on one crew member, maybe 5 credits/% if it is available to all), leading to total reduction of 2000 credits at 100% skill. This won't be that much in the 30k+ repair cost of Tier X heavy, but will do wonders to tier V med that has about 4k credit repair.
And obviously they must make sure that if the repair cost is below 2000 credits, you won't GET money for repairs, just get free repair.
This way the skill would be very usefull to credit earners and mid tiers, and still useful to high tiers, without messing up the idea of forcing people to play med tiers to fund highs.
netroadster
12 Jun 2012
Lord_Demon, on 11 June 2012 - 10:40 AM, said:
Repair cost reduction could be done without messing up the system too bad by providing fixed reduction instead of percentage.
For example, reduction of 20 credits per percent of skill (assuming skill is on one crew member, maybe 5 credits/% if it is available to all), leading to total reduction of 2000 credits at 100% skill. This won't be that much in the 30k+ repair cost of Tier X heavy, but will do wonders to tier V med that has about 4k credit repair.
And obviously they must make sure that if the repair cost is below 2000 credits, you won't GET money for repairs, just get free repair.
This way the skill would be very usefull to credit earners and mid tiers, and still useful to high tiers, without messing up the idea of forcing people to play med tiers to fund highs.
For example, reduction of 20 credits per percent of skill (assuming skill is on one crew member, maybe 5 credits/% if it is available to all), leading to total reduction of 2000 credits at 100% skill. This won't be that much in the 30k+ repair cost of Tier X heavy, but will do wonders to tier V med that has about 4k credit repair.
And obviously they must make sure that if the repair cost is below 2000 credits, you won't GET money for repairs, just get free repair.
This way the skill would be very usefull to credit earners and mid tiers, and still useful to high tiers, without messing up the idea of forcing people to play med tiers to fund highs.
sword_of_Damocles
17 Jun 2012
The idea is good but i don't believe that WG thinks the same
Anyway have a+
Anyway have a+
tomatojim
17 Jun 2012
Col_Potter
18 Jun 2012
Hi There
I sugest "Field Salvage".
In this case, you have the possibility to replace about 5-20% used shells/spare parts in tank wrecks. Only applies in victories (encouraging winning). The amount of cost reduction could be adjusted to each tier or tank type. In this case you sacrifice perk slots for higher income. To feed the greed, it could be made that this skill is more effective with prem-account.
Cya on the battlefield.
I sugest "Field Salvage".
In this case, you have the possibility to replace about 5-20% used shells/spare parts in tank wrecks. Only applies in victories (encouraging winning). The amount of cost reduction could be adjusted to each tier or tank type. In this case you sacrifice perk slots for higher income. To feed the greed, it could be made that this skill is more effective with prem-account.
Cya on the battlefield.
netroadster
20 Jun 2012
sword_of_Damocles, on 17 June 2012 - 07:29 PM, said:
The idea is good but i don't believe that WG thinks the same
Anyway have a+
Anyway have a+
Thanks.
tomatojim, on 17 June 2012 - 10:32 PM, said:
honestly, I wouldn't want to waste a skill/perk slot on a high tier tank for a bit lower running costs. maybe on t5 or t6, but there are too many useful skills for T54.
Thanks for input
Col_Potter, on 18 June 2012 - 11:52 AM, said:
Hi There
I sugest "Field Salvage".
In this case, you have the possibility to replace about 5-20% used shells/spare parts in tank wrecks. Only applies in victories (encouraging winning). The amount of cost reduction could be adjusted to each tier or tank type. In this case you sacrifice perk slots for higher income. To feed the greed, it could be made that this skill is more effective with prem-account.
Cya on the battlefield.
I sugest "Field Salvage".
In this case, you have the possibility to replace about 5-20% used shells/spare parts in tank wrecks. Only applies in victories (encouraging winning). The amount of cost reduction could be adjusted to each tier or tank type. In this case you sacrifice perk slots for higher income. To feed the greed, it could be made that this skill is more effective with prem-account.
Cya on the battlefield.


