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I like to envision a balance that not only cuts out the flaw, but satisfies the player enough. But this will obviously piss off players, especially ones who don’t spend as much real cash than other players. That way, the player can earn most of the money, but they don’t get back all of it, so they can’t use the flaw in the normal mechanic mentioned above. One solution to balance this feature is to make the amount that you get back a little less than the price that you bought the weapon. If a player bought the most expensive item in each section, by selling them, purchasing other guns and selling those, that player could use all of the weapons when he really only bought one. If the mechanic is just what I wrote above, it could be obviously overpowered. The button will only appear if you select guns that you have, of course, and when you tap the button, a window will pop up saying, “Are you sure you want to sell this item?” If you select yes, then you will earn your 172 coins and that weapon will be out of your hands and back on sale in the armory. The sell button will look like the buy button, and it will be right next to the buy button. If you bought a 172 coin weapon, for example, the game will remember that price, so when you decide to sell it, the game will know how much it will give back to you. Whenever you buy an item, the game will remember the cost you bought the item. So, let’s say you wanted to get rid of a gun so you can buy something else. In this thread, I’ll be discussing an idea that can be a great addition to the game, and will bring back many players who have rage-quitted after getting killed by the Nanobots rifle ten trillion times.
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Have you ever wanted to throw away that swat rifle or that AK-48 you don’t use? Imagine if you can not only get rid of those items, but also get your money back from them? Behold, Cubic Games: the sell feature. Have you ever wanted to get rid of all those skins you don’t use.
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