Don't charge more for increased firing rate.

I don't really understand why the original developer felt that
increased firing rate was so superior to the other upgrades as to
justify a far more inflated cost. Frankly, I find this upgrade to
be *inferior* to the power and output upgrades, for two reasons:
one, it doesn't increase the amount of damage inflicted per second
much; two, it increases plasma ammo usage as well, whereas the output
and power upgrades have no effect on plasma ammo usage. If anything,
firing rate upgrades should be *cheaper*, not more expensive!
This commit is contained in:
onpon4 2015-03-06 11:36:08 -05:00
parent 8a8da04560
commit 50122bb0ef
1 changed files with 2 additions and 2 deletions

View File

@ -71,11 +71,11 @@ static void adjustShopPrices()
{ {
shopItems[0].price = (500 * currentGame.maxPlasmaOutput); shopItems[0].price = (500 * currentGame.maxPlasmaOutput);
shopItems[1].price = (500 * currentGame.maxPlasmaDamage); shopItems[1].price = (500 * currentGame.maxPlasmaDamage);
shopItems[2].price = (500 * (currentGame.maxPlasmaRate * 2 - 1)); shopItems[2].price = (500 * currentGame.maxPlasmaRate);
shopItems[5].price = (2000 * currentGame.minPlasmaOutput); shopItems[5].price = (2000 * currentGame.minPlasmaOutput);
shopItems[6].price = (2000 * currentGame.minPlasmaDamage); shopItems[6].price = (2000 * currentGame.minPlasmaDamage);
shopItems[7].price = (2000 * (currentGame.minPlasmaRate * 2 - 1)); shopItems[7].price = (2000 * currentGame.minPlasmaRate);
shopItems[8].price = (5 * currentGame.maxPlasmaAmmo); shopItems[8].price = (5 * currentGame.maxPlasmaAmmo);
shopItems[9].price = (25 * currentGame.maxRocketAmmo); shopItems[9].price = (25 * currentGame.maxRocketAmmo);