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Change the modules system


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Alright so there are instead just 11 modules. But people could mix and match them to equip, up to 3 modules.

 

If you decide to equip three, the protection is:

M0- 10

M1 - 15

M2 - 25

M3 - 35

M4 - 50

If you decide to equip two, the protection is:

M0- 13

M1 - 20

M2 - 32

M3 - 45

M4 - 60

If you decide to equip one, the protection is:

M0- 20

M1 - 30

M2 - 45

M3 - 60

M4 - 70

 

I think single and double modules should be buffed anyway even if this never gets implemented, because no one uses them. Triple modules are just better in every way.

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Under review

Started

Completed

 

[mdl] [imprv]

Similar idea: Custom protection modules

 

Keep in mind that this will also mean an increase in prices, so instead of 50k, 100k and 250k, it would probably be something like 200k, 225k and 250k for S, D and T modules respectively.

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Someone with 70% would practically be Godmode against that turret

And Noobmode_ON against the rest.

 

Although I gotta say I feel sorry for Thunders, Railguns and Shafts, since everyone seems to only want protection from these three.

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And Noobmode_ON against the rest.

 

Although I gotta say I feel sorry for Thunders, Railguns and Shafts, since everyone seems to only want protection from these three.

I think Smoy too. :lol:

Griffon modules should be very sold.  :rolleyes:

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I think Smoy too. :lol:

Griffon modules should be very sold.  :rolleyes:

Smoky is common, but still in a much better situation. 3-6 protections in a 12-player game, while 8-11 will have protection from Rail and Thunder.

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Although I gotta say I feel sorry for Thunders, Railguns and Shafts, since everyone seems to only want protection from these three.

We are facing a lot of turrets, but rarely Shafts.

 

~ hardcore Polygon CP players

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Your idea cuts the earnings and xp-gain of all tankers dramatically

 

50% protection means to double the tanks survival time -> a doubled surivival time means half the kills

-> half the kills mean half the xp, means half the crystals added to the fund

 

50% protection are already a real slowdown for xp gains and crystal earnigns, but what you propose would make the progress of each tanker way harder

 

 

On the other hand, what I do like, is the idea of having 3 slots for protections, and only 11 modules.

The protection values per module should stay the same.

 

(in smaller battles those 50% protections are already overkill. In larger battles they level out.. you just search another target.. but in small battles they simply protect themselfes vs the best players of the enemy team and then those players are _forced_ to use a different turret. Forced away from what they love to use. Not a usefull tactic for having players have fun in a game..so 25% max would be much more beneficial for the game fun)

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Instead of increasing the protection percentage to make the single and double modules useful, I have another idea to make these modules useful. Why can't tanki give players the option to upgrade (different from microupgrade) single modules to double (for 100k crystals) and double modules to triple modules (for 100k again). You could still keep the option to buy the triple module straight instead of going through single and double. The price to achieve the triple module in the end would still be the same 250k (or 125k (25k+50k+50k) in both scenarios if there are 50% sales) regardless of whether you go straight to triple module or go from single to double to triple module.

 

This would be useful for tankers in the following scenario:

Let's say a brigadier found firebird annoying. He could buy the Fox S-A single module (35% fire protection) for 50k. Once he reaches the next Major General rank, give him the option to add certain protections to upgrade to double module for 100 k (rank limitations still apply and only certain combinations are available depending on rank). So, if Ocelot D-A (35% fire and isida) is available at that rank, he could upgrade to the double module for 100k instead of spending 150k. This way, the single module was still useful. Once he ranks up 2 more times to general, he could for example upgrade his Ocelot D-A to Badger T-H (35% fire, isida and freeze protection) for another 100k, instead of spending a whopping 250k. In the end, the tanker still spends 250k to get his favourite triple module and he made good use of single and double modules along the way.

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Instead of increasing the protection percentage to make the single and double modules useful, I have another idea to make these modules useful. Why can't tanki give players the option to upgrade (different from microupgrade) single modules to double (for 100k crystals) and double modules to triple modules (for 100k again). You could still keep the option to buy the triple module straight instead of going through single and double. The price to achieve the triple module in the end would still be the same 250k (or 125k (25k+50k+50k) in both scenarios if there are 50% sales) regardless of whether you go straight to triple module or go from single to double to triple module.

 

This would be useful for tankers in the following scenario:

Let's say a brigadier found firebird annoying. He could buy the Fox S-A single module (35% fire protection) for 50k. Once he reaches the next Major General rank, give him the option to add certain protections to upgrade to double module for 100 k (rank limitations still apply and only certain combinations are available depending on rank). So, if Ocelot D-A (35% fire and isida) is available at that rank, he could upgrade to the double module for 100k instead of spending 150k. This way, the single module was still useful. Once he ranks up 2 more times to general, he could for example upgrade his Ocelot D-A to Badger T-H (35% fire, isida and freeze protection) for another 100k, instead of spending a whopping 250k. In the end, the tanker still spends 250k to get his favourite triple module and he made good use of single and double modules along the way.

I like your idea. Mods only saw the other idea which won't get approved anyway, so this thread itself is kinda useless. Make a new thread for this because mods did not see this idea. Rename the thread because your idea is not improving protection itself, but making double and single modules more useful.

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I like your idea. Mods only saw the other idea which won't get approved anyway, so this thread itself is kinda useless. Make a new thread for this because mods did not see this idea. Rename the thread because your idea is not improving protection itself, but making double and single modules more useful.

It is reposted in a new thread.

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I have a different idea, but with the same goal:

 

- Every hull should have two Module slots.

 

- The maximum protection should be against 4 turrets.

 

- So, you can put a Triple Module in the first slot and Single on the second.

 

- Or a Single on the first and a Triple on the second.

 

- Or you can put a Double on the first and another Double on the second.

 

- No need to change the percentage of protection.

 

- You can use special Modules like Spider along a Triple module.

 

And they can make more Single special modules like a laser detector, warning and jamming module and a radar module that lets you know where those Smoky, Thunder and Shaft instant invisible shots that don't make sense came from. ;)

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I do not see it. Maybe you could try again? It's really a great idea! :)

I reposted it. I think there is a delay in getting approved by the mod to become public. I will wait another day and repost it.

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I like this idea.

But there shouldn't be over 50% protection anywhere.

The more than 50% can help balance some unfair maps and add variety to them. For example 70% shaft protection viking hammers more viable in say, Monte Carlo or Highways CTF. 

 

Great ideas!

 

And Noobmode_ON against the rest.

 

Although I gotta say I feel sorry for Thunders, Railguns and Shafts, since everyone seems to only want protection from these three.

Since it's just a single module, the tank will be really weak to all other weapons.

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I propose a new protection system:

 

- The new system should have 4 module(protection) slots.

 

- All new modules should have only 1 protection, like today's single modules. So the total number of modules(protections) you can own will be the same as the number of turrets, plus mines. And the total number of modules(protections) your tank can use at a given time will be 4.

 

- The new modules will probably be a lot more expensive than current single modules, because you'll only need 1 for each turret and 1 for mines.

 

- The maximum protection of each module(protection) should be 40%

 

- You can change your protection setup as if you are changing any other equipment, in no less than 5 minutes. (hopefully 4 minutes, if they decide to reduce that time for all equipment changes)

 

- M0 modules(protections) should be free and have 0%, so you start Micro Upgrading from 0% to 10% for M1, to 20% for M2, to 30% for M3 and to 40% for M3+. or just buy the modification when available.

 

- Tanki should make the current system a Legacy that will no longer be available for purchase, only Micro Upgraded.

 

- You can use your Single, Double, Triple or Quadruple Legacy Modules, like today. But you can't use more than 1 Legacy Module, not even the single ones.

 

- Tanki should also create a storage feature, so you can remove dozens and dozens of modules from your garage to the storage when you get the new modules, if you want to do that.

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^

 

There's little to no chance for this one. The protection system already experienced a massive change that people found hard to get over and some still claim that the paint separation update was the worst one of all. Having yet another massive change like that would result in an outrage and wouldn't even improve the protections feature all that much. It's just not worth it.

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My suggestions:

- Having protection modules which gives protection against both mines and turrets altogether (Good for parkour)
- Having protection modules which gives you a decent protection against specific 
Alterations 
And of course for my second suggestion, there should be an another icon which shows you which alterations is your enemies wearing as it is for protection modules 

~~


 

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I know that this idea will get declined, but I think it's worth the effort for me to put it out.

 

So anyway, if you have some single modules, you can equip any of them in any way you like (max: 3)

 

For example, if you want some protection against a short range turret and a couple mid range turrets, you could equip thunder, smoky, and ricochet modules.

 

And maybe we could increase the price of the protections and make each of the three slots be unlocked. Slot 1 would cost 100 crystals, slot 2 could be 1000 crystals, and slot 3 would be 10,000 crystals.

 

 

It's quite a bit of work to do to add this, but yeah, that's my idea.

 

 

Sorry if it's not perfect

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So anyway, if you have some single modules, you can equip any of them in any way you like (max: 3)

Topic merged

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