hey again. one of the reasons i suggested pickupable items in top three is here. 1 an item like a unit would be placed on the map, but it would have no team no skills and no other inhancements and the likes. 2 when a unit lands on it it could be set up to automaticaly be picked up or what i like so even landing on doesn't just take it is a skill called capture item, or take whichever. the capture item would be nice for a capture the flag map, where theres a blue flag and a red flag, your team would have to find the blue fag and then take it back to a spot on your side of the map to complete the game, if the enemy got theres on there spot they'd win. the idea is to have here, units that can prevent but not kill each other, where in stun slow speed and the like play a bigger roll than attcking, and stratagy would be a bigger player where as to stop somoeone would not be the same as defeating them also, items could be used as a skill when picked up, where as when amo is captured, the unit capturing it gets 1 clip added to there existing clips, so if it where a item called glock amo clip, and a unit like commando took it if he didn't have his max clips in that type it would add another to his points in that class, and destroy the object if the unit had its max, then 1 the message you cant carry that much would appear and the object stay where it was or the object disappears and the extra amo waisted, but i like the first idea better lol it would also be fun to have a mystery box liing on the ground, it could have amo health or a bomb lol, so you'd be taking your chances with it those are my basic thoughts today lol austen On 1/14/13, hadi <hadirezaei@xxxxxxx> wrote: > helo, > yes, balancing out with guns is dificult, i have 30 ammo types so far, > but i still need to figure out how to set this thing up that the player > doesn't get overpowered, same goes with the npcs. > > >