it is something different. i play it mainly because it doens't want to be like COD/BF/ MOH and those other "realistic shooters" becuase tf2 difiles that, with the use of fancy hats, original graphics, and an overall well balanced class system. every class can be countered by other classes, and even scout VS sg is possible, if played right. also this game actually requires teammates, instead of one guy being a derp and getting 40 kills. while the rest hides behind the derp and collects the kills the derp leaves. in tf2, a team is vital for succes, like CP maps. you need a balance between defending, and attacking, because all attack means easy spy/scout caps, and all defence means.. no caps at all.
but the items = MOAR MONEYS is a good idea.
yeah, valve alread killed the score=money thing, because idle servers will run plugins for points. and dirty noobs will get all the items other players have to struggle for.Dr. HeatSync said:I'm not going to go into micro transactions, many people apparently like the idea of giving money to their lord and god. Personally, I think this whole mess could've been avoided by simply rewarding the player for contributing to the team. Say score was turned into currency, and hats and weapons could be bought with it. It has the passiveness of crafting with the player input of achievements. Why not make the prices based on the number of items the player has? So start all items dirt cheap and then increase the virtual cost as they gain more items. It raises the difficulty curve quite smoothly and gives players complete choice over the items that they want.
but the items = MOAR MONEYS is a good idea.