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Traitor Telecrystal Rework\Buffs
#24
I had a more radical idea on revamping telecrystal costs. Rather than one big pool of 10-12 telecrystals, divide them into tiers. You get two major telecrystals, two moderate telecrystal picks, and three minor picks.

MAJOR (Two picks)
Butcher's Knife (costs 2)
Cyalume Saber (costs 2)
Red Chainsaw (costs 2)
Shotgun (costs 2)
Revolver
Emag
Sleepy Pen
Cloaking Device
Deluxe Mind-Slave Implant
Bowling Kit
Mining Charge Hacker
Power Gloves
Wrasslebelt
Safari Kit
Teleport Gun
Shatter (gain 2 moderate crystals)

MODERATE (Two picks)
Mindslave Implant (costs 2)
Radbow (costs 2)
Syndicate Donk Pockets
Cloaking Field Device
Syndicate Pipe Bomb
Stimulants
Power Sink
Amplified Vuvuzela
Signal Jammer
Derringer
Syndicate Device Scanner
Cleaner Grenades
Trash Compactor
Syringe Gun
.22
Clown Car
Chameleon Bomb
Shatter (gain 2 minor crystals)

MINOR (Three picks)
Detomatrix Cart (Costs 2)
Sonic Grenades (Costs 2)
Chemistry Grenades (Costs 2)
Jug of Moonshine (Costs 2)
Chemicompiler (Costs 2)
Tactical Grenades (Costs 2)
.38 AP Speedloader (Costs 2)
Emp Grenades
Fake Moustache
Trick Cigarettes
Chameleon Suit
Stealth Storage
Freedom Implant
Agent Card
Voice Changer
Chameleon Projector
Syndicate Robot Frame
Syndicate Sauce
ID Tracker
Floor Closet
Syndicate Cargo Transporter
Moustache Grenade
Poison Bottle
DNA Scrambler
Trick Revolver
O.C. Bible
Mailman Suit

Finally, two special options.
Surplus crate (2 major picks, 3 moderate picks, 4 minor picks at random, and stuff that costs 2 normally only costs 1)
Microbomb (converts all remaining telecrystals into a microbomb implant, power depending on crystals unspent)

I think this would see those lesser-used items gain more prominence since you wouldn't be wasting points toward a major purchase anymore. Some tweaking will be required! I'm particularly leery of that surplus crate discount clause, the more I look at it the more of a bad idea it seems to be.
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