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I've had worse battles.
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No way... The irony is that I didn't get this from today's 12 free containers but one that I earned.
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This... should not be possible.
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removal of micro upgrade button does not benefit any player.
1VeryPointyShrub replied to MEDlC_DageLV in Archive
Quote: "it means that you won't be able to upgrade from Mk2-0 to Mk2-10" They also said you won't be able to microupgrade if the next mark is unlocked, so this is confusing. We'll have to see. Hopefully if it doesn't work the way I said above there's some other balancing mechanic like a discount. -
removal of micro upgrade button does not benefit any player.
1VeryPointyShrub replied to MEDlC_DageLV in Archive
I've got a feeling that the upgrade button will only disappear if your gear is MkX-0, so if you had already micoupgraded some then you could avoid the whole thing. Not completely sure on this, I'll watch the V-Log again to check. -
valid Structure for Tanki Updates
1VeryPointyShrub replied to r_Fish.tank980 in Ideas and Suggestions
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valid A Crew System For Tanki (Idea)
1VeryPointyShrub replied to 1VeryPointyShrub in Ideas and Suggestions
Never heard of MechCommander ? For complication, much of it comes from a) deciding where to spend your crystals and b) changing equipment in battle. Because crews would earn XP passively for your actions in combat, you wouldn't have to so much as look at them aside from when you choose skills and abilities. Plus, the crew interface when you would be deciding on skills and abilities would be pretty simple: select from two skills when you purchase the equipment piece, and select from six abilities when you reach those levels. For closing the gap - yeah, I associated "not making things worse" with "making things better", that's my bad. However, it won't get worse at higher ranks, because what buyers would be paying for with crews is to progress faster toward the cap. At the point where f2p players reach that cap, crews would be equal, with no difference between buyers and f2pers. -
valid A Crew System For Tanki (Idea)
1VeryPointyShrub replied to 1VeryPointyShrub in Ideas and Suggestions
That's where the inspiration comes from :) Adding crews would add a new level of variability to the game, enable players to play a bunch of different playstyles and allow players to boost aspects of tanks that are currently hard or impossible to improve. They would also help close the buyer-f2p gap at higher tiers with the 60 level cap. -
TBH what's ruined the game most for me is people screaming about how bad it is and how it's dead and how it was better in the good ol days. There ARE issues that need to be solved, but people consistently portray the situation as much worse than it is imo.
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valid A Crew System For Tanki (Idea)
1VeryPointyShrub replied to 1VeryPointyShrub in Ideas and Suggestions
Please keep in mind that this is just an idea for how this could work. That's what I was trying to do with the XP grind - it makes free to play compatible with the crews. The training manual system would be the part that buyers can purchase to gain an advantage, but even then it's not an enormous advantage because of how crew xp would work, so buyers would basically be purchasing to get to the top faster, and at higher levels where people have certain hulls and turrets that they use primarily, there would be very little difference in crews between buyers and f2p players. -
valid A Crew System For Tanki (Idea)
1VeryPointyShrub replied to 1VeryPointyShrub in A Crew System For Tanki (Idea) Ideas and Suggestions
A Crew System For Tanki (Idea) The idea of a Tanki crew system is an intriguing one. It would add a lot of customization to this game, and its progression system would add meaning to playing the tanks you love. Some crew skills could change aspects of the game forever (I’m looking at you, parkour). My goal in this is not to present a final product. It's just to get the ball rolling and maybe, hopefully, help put a crew system into the game. Lore This feature could be somewhat at odds with Tanki lore - or at least Tanki X lore. However, the turret augment Adrenaline seems to suggest that someone is controlling the tank, as robots don’t have adrenaline. Basics There would be three crew members: A gunner, located in the turret, a driver, and a commander, both located in the hull. The gunner controls the rotation of the turret, as well as firing. The driver drives the tank (dur). The commander controls the overdrive and commands the tank. The crew members gain more experience as the turret or hull they are located in is used in combat. Another crew member could be a Loader, but it seems like a lot of turrets would have to have an autoloading system, so that probably wouldn't work. Progression and Skills Each crewmember may pick two skills corresponding to their roles in the tank. Experience that you earn in battle is also given to each crew member (there is no reduction in rank progression). The crew earns XP for all the normal actions, and ALSO when your tank gets destroyed, with the idea that the crew is learning from its mistakes. The crew may also gain experience from training manuals that may be purchased with gems or tankoins - preferably not the latter, but we know money must be made :| - and also possibly earned via missions or challenges or received from chests. Training manuals would sit in your inventory like supplies until you use them; you can only use them on one crewmember at a time. Once a crewmember’s XP reaches a certain point, they level up. Each skill may be trained up to 50 levels, but only 60 levels are allowed total. You may train the gunner either to rotate the turret faster or to reload faster. The driver can choose between hull rotation and speed. The commander picks between overdrive charge speed and “leadership”. Leadership grants a bonus to other crew members’ skills. At overall training levels 20, 40, and 60, the crew members may select abilities. Abilities’ effects may not be changed by leadership or anything else. Every time you select an ability, you may change it once for free, and from there out you must either sacrifice some of the crew member’s XP or pay crystals/tankoins to change it, aside from PRO Battles, where players would get a “Veteran Crew” and be able to mix and match skills however they liked so that they could test out ideas without penalty. However, this might be best if you got a special Veteran Crew for Parkour battles only, where there is nothing to lose and some abilities could help do some amazing stunts. Veteran Crews/Crewmembers could be an interesting prize for Challenges and Contests as well. Here is a table of some ideas for abilities: Since each crewmember would have three abilities, I tried to double that to ensure that there are plenty of combinations that people could use. Name Members Effect Teamwork All Improves all crew members’ skills. The more members that have the skill, the more effective it is. Resistance All Decreases the effects of high and low temperature. Adrenaline Rush Gunner Replaces the adrenaline augment, works the same. Tricks of the Trade Gunner This is an ability that changes the unique parts of each turret. In Railgun, it reduces the firing delay, while in Smoky, it makes criticals more likely. Focus Gunner Increases damage and reload speed, but decreases turret rotation speed. Sight Modification Gunner Adds an aiming cursor to the screen, showing where the gun is pointing. Quick Reactions Driver Reduces the time required to stop the tank and change directions. Steady Hand Driver Reduces the knock-off effect of enemy tank rounds. Additional/Improved Thrusters Driver On tracked hulls, allows control in midair, but not quite as much as the hovering hulls. On hovering hulls, allows them to hover higher than normal so that they can go over some obstacles and are harder to block. Engine Modification Driver Increases tank power, resulting in better acceleration. Triangulation Commander When any tank activates its overdrive, it is highlighted similar to Hornet’s overdrive. Enemies will be highlighted in orange, allies in green. Intensity Commander When within a few meters of an enemy tank, buffs all aspects of your tanks by 10% for 5 seconds, before going on a 30 second cooldown. Last Stand Commander Allows your tank to stay active for one second after its destruction. Radio Modification Commander Boosts various parts of the hull’s overdrive: Its effects will last longer and those with ranges will be increased. Well, that's all. I hope I've covered everything, though I know I haven't. I think I've written this so that free-to-play players (like myself) aren't at a huge disadvantage when it comes to crews, or at least not a larger disadvantage than they already are. Feel free to throw some hard questions out there, they'll help make this thing better (or perhaps just show me how hopeless this is). -
category Ideas for Hulls and Overdrives!
1VeryPointyShrub replied to Ilia.ArchangeI in Ideas and Suggestions
There was actually a similar system for this in World of Tanks. On a few tanks, you could switch between better gun stats or better mobility, and on others, you could switch between better speed or better agility. The X key was used to change modes, you could do it mid-game and it took a few seconds. I like the idea for changing modes, it would make the hull a lot more versatile. Another idea might be to have a hull that switches the first way (maybe improved turret rotation and damage - this would be realistic because you'd have a more steady platform to fire from). -
category Ideas for Hulls and Overdrives!
1VeryPointyShrub replied to Ilia.ArchangeI in Ideas and Suggestions
Two hulls - Hornet and Titan - have Overdrives that don't generate XP, largely because their Overdrives are team-centered. It would be nice if these ODs could earn XP/Battle Score because they are so helpful for the team, so here is my proposal: Hornet gets one or two battle score for every second that Scout Radar is activated, and receives an assistance score (5) for every enemy that receives damage while Armor-Piercing from Scout Radar is active and is later killed. Titan is a bit tougher, since battle score generation would be a completely new mechanic. I think it should receive 0.1% of the damage blocked by the protective field as battle score. These are simply ways that this change could go, I'd just like to see these ODs made equal. -
I did my second move today - that was the most idiotic decision to grind I've ever made - one space forward, and I got a message saying I may be thrown back next time I "start my engines". Fun.
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Picked up 500 gems and a gold box on my first move. I actually moved two stations - I'd guess that the number of stations moved is random, maybe from 1-3 or so.