2008-04-05, 04:18:11
Hello guys, i just wanted to write some about the selling function. I dont mean dropping items into a shop, i mean the "Sell Item" icon in your tank which offers items to teammates for ¾ of their cost. Your teammates can then buy this item by typing "-buy".
All things i write here are easier to do with friends in your team, but its possible in public games, too. Most tactics will need someone who got some money and doesnt want to buy any stuff the following minutes.
I write this because i think its the most underestimated function in BT. Obviously, the effect is that you can sell this item getting more gold, and your teammate gets this item spending less. But now i tell you when this is really useful.
1) Getting a credit
Your teammates can grant you a credit using this function. Example: You got a Light Tank with 2X Basic Magic (Upgrade) and an Iron Hull (Upgrade), and you are saving for a better tank. Now, you offer these items to your teammates, promising you will buy them back as soon as you can effort it.
You will get 3904 gold for these items, meaning that you only need to earn 5696 gold yourself to get a Demon Tank. Thats exactly 596 gold more than you would need to purchase a Heavy Tank without selling your stuff to your mates (all gold costs exclude CP teleport costs).
Once you got the Demon Tank, you start earning money, and you buy back your items once you can effort it.
Your advantage is obvious, but the mates you are doing this tactic with also got advantages: They get these items "for free", but just for a period of time. Having more weapons temporarily means earning more money most often.
I think everyone can imagine other examples like this, where a credit is useful.
2) Melt of two (equal) tactics to one.
Two people start with the same weapon range tactic, lets say: very long range. Maybe it is a Tinker with Energy Torpedo and a Helicopter with Bombardement Rockets. But in mid and lategame, longrange isnt very effective anymore.
Now they can "melt" their longrange strategy.
One guy sells his weapon to the other one, which stays on longrange tactic, having the advantage of a cheaper weapon. The guy who sold his weapon uses the money he got from selling it to change his tactic, maybe to very short range. You cant really start with that tactic, because of the lack of proper (very-short ranged starting) weapons, and the lack of enough starting HP, which you needed doing that strategy. This is a nice option to start a very short range tactic.
Just one possibility, maybe you will find some more
3) Include the Trader!
The Trader normally cant make as much of its money as fighting tanks can do. So its useful to let him buy items, selling them to his mates. Another nice side effect to saving the others gold is that the tanks do not need to go back to their base for getting these items.
A Trader cant buy weapons and hulls, but he can buy:
Speed Boost
Teleporter
Speed Pack
Troop Command
Siege Pack
Mines
Radar
Remote Fuse
Explosives (lol)
Repair-Robots
Orbital Control
Teleport Breaker
Web Launcher
etc.
I think there are some items you sometimes buy, next time ask the trader to buy them for you. He's not called Trader for nothing
4) Trader starting tactic
This one i have written in another post, but it fits exactly this topic, so i include it here.
-game starts
-trading player (A) buys a tinker and 2x basic magic, then he starts walking to the trade master (middle)
-one of the fighting players (B) buys a helicopter and CP-teleports to the front
-"A" offers the basic magics for sale, "B" buys with "-buy"
-"A" buys the trade zeppelin
advantage:
B has now teleportet to the front instantly (XP bonus), got 2x basic magic (he couldnt got them normally with heli) and has ~260 gold (3000 - 1000 heli - 75 tp - 1666 BM's), he can use it to upgrade the weapons much faster for example.
A has some gold (3000 - 2222 + 1666 = 2444) less, but can start playing without a disadvantage (he is missing 56 gold to the trade zeppelin, which he gets fast from the gold per second at start). he just have to save gold a little bit longer to get the speed upgrade.
Also possible:
do it with other weapons other weapons, fireball cannon for example
or with a 1500 weapon + demolisher
or with a 2000 weapon + antigrav
And if the Antigrav player doesnt use the CP teleport, he can even have a 2200 weapon (he has to wait to get 50 gold over the gold-per-second, but the trader has to wait this time, too).
Who wants to start with an Antigrav Tank with a Fan of Knives? :mrgreen:
Everything is written for version [8.42]
Yeah, thats it. Hope you enjoyed it and i will see people selling each other stuff more often now.
All things i write here are easier to do with friends in your team, but its possible in public games, too. Most tactics will need someone who got some money and doesnt want to buy any stuff the following minutes.
I write this because i think its the most underestimated function in BT. Obviously, the effect is that you can sell this item getting more gold, and your teammate gets this item spending less. But now i tell you when this is really useful.
1) Getting a credit
Your teammates can grant you a credit using this function. Example: You got a Light Tank with 2X Basic Magic (Upgrade) and an Iron Hull (Upgrade), and you are saving for a better tank. Now, you offer these items to your teammates, promising you will buy them back as soon as you can effort it.
You will get 3904 gold for these items, meaning that you only need to earn 5696 gold yourself to get a Demon Tank. Thats exactly 596 gold more than you would need to purchase a Heavy Tank without selling your stuff to your mates (all gold costs exclude CP teleport costs).
Once you got the Demon Tank, you start earning money, and you buy back your items once you can effort it.
Your advantage is obvious, but the mates you are doing this tactic with also got advantages: They get these items "for free", but just for a period of time. Having more weapons temporarily means earning more money most often.
I think everyone can imagine other examples like this, where a credit is useful.
2) Melt of two (equal) tactics to one.
Two people start with the same weapon range tactic, lets say: very long range. Maybe it is a Tinker with Energy Torpedo and a Helicopter with Bombardement Rockets. But in mid and lategame, longrange isnt very effective anymore.
Now they can "melt" their longrange strategy.
One guy sells his weapon to the other one, which stays on longrange tactic, having the advantage of a cheaper weapon. The guy who sold his weapon uses the money he got from selling it to change his tactic, maybe to very short range. You cant really start with that tactic, because of the lack of proper (very-short ranged starting) weapons, and the lack of enough starting HP, which you needed doing that strategy. This is a nice option to start a very short range tactic.
Just one possibility, maybe you will find some more
3) Include the Trader!
The Trader normally cant make as much of its money as fighting tanks can do. So its useful to let him buy items, selling them to his mates. Another nice side effect to saving the others gold is that the tanks do not need to go back to their base for getting these items.
A Trader cant buy weapons and hulls, but he can buy:
Speed Boost
Teleporter
Speed Pack
Troop Command
Siege Pack
Mines
Radar
Remote Fuse
Explosives (lol)
Repair-Robots
Orbital Control
Teleport Breaker
Web Launcher
etc.
I think there are some items you sometimes buy, next time ask the trader to buy them for you. He's not called Trader for nothing
4) Trader starting tactic
This one i have written in another post, but it fits exactly this topic, so i include it here.
-game starts
-trading player (A) buys a tinker and 2x basic magic, then he starts walking to the trade master (middle)
-one of the fighting players (B) buys a helicopter and CP-teleports to the front
-"A" offers the basic magics for sale, "B" buys with "-buy"
-"A" buys the trade zeppelin
advantage:
B has now teleportet to the front instantly (XP bonus), got 2x basic magic (he couldnt got them normally with heli) and has ~260 gold (3000 - 1000 heli - 75 tp - 1666 BM's), he can use it to upgrade the weapons much faster for example.
A has some gold (3000 - 2222 + 1666 = 2444) less, but can start playing without a disadvantage (he is missing 56 gold to the trade zeppelin, which he gets fast from the gold per second at start). he just have to save gold a little bit longer to get the speed upgrade.
Also possible:
do it with other weapons other weapons, fireball cannon for example
or with a 1500 weapon + demolisher
or with a 2000 weapon + antigrav
And if the Antigrav player doesnt use the CP teleport, he can even have a 2200 weapon (he has to wait to get 50 gold over the gold-per-second, but the trader has to wait this time, too).
Who wants to start with an Antigrav Tank with a Fan of Knives? :mrgreen:
Everything is written for version [8.42]
Yeah, thats it. Hope you enjoyed it and i will see people selling each other stuff more often now.