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category Ideas for Supplies and Drones!
niceguy123 replied to Ilia.ArchangeI in Ideas and Suggestions
I actually mentioned this in the original post: Though I imagine it could be handy to allow the user of this drone to resize and reposition the radar, and/or be able to have it momentarily take up the entire screen using a hotkey.- 2,754 replies
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category Ideas for Supplies and Drones!
niceguy123 replied to Ilia.ArchangeI in Ideas and Suggestions
Not really. This drone would only have limited range around the tank, and wouldn't be able to give you very precise information about the tank's height relative to your position. Even if it is close to as effective as Hornet OD at close range, I believe it is a reasonable tradeoff not being able to use another drone that gives you a combat advantage.- 2,754 replies
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category Ideas for Supplies and Drones!
niceguy123 replied to Ilia.ArchangeI in Ideas and Suggestions
We can let the devs decide on the boring economics, I'm just here to propose some new technology ?- 2,754 replies
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category Ideas for Supplies and Drones!
niceguy123 replied to Ilia.ArchangeI in Ideas and Suggestions
Most drones, in addition to their special ability, boost supply effectiveness, same as Brutus. So essentially this drone could also be like Brutus, with an additional benefit. Upgrades can be almost identical to Brutus, but slightly more expensive and the added benefit of upgrades increasing the view range. Probably not, which is why I only suggested it as an unlikely possibility ?- 2,754 replies
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Tiny suggestion: Add in a slider in settings (possibly under General>UI Scale) to adjust how large magnum's impact location scope appears. Maybe also allow the user to make the scope's pointing arrow appear only after a certain distance (another slider in the same location). This can be set to infinity to make the arrow simply never appear. Slider range for above could perhaps be nonlinear scale, such as x^2 with endpoints of 0 (to disable the slider's functionality) and ∞ (to disable the arrow altogether) and more reasonable numbers in between. If only one of these can be implemented, I would prefer the latter.
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category Ideas for Supplies and Drones!
niceguy123 replied to Ilia.ArchangeI in Ideas and Suggestions
I have a suggestion for a new drone; a drone that is legitemately an actual flying FPV drone. What this drone would do is to fly far above your tank, and provide a bird's eyes view of the battle (with the same or possibly more range as radar). This overhead view would be displayed in place of the radar, so it would take up no extra space on screen. Essentially a radar upgrade! Originally i was considering suggesting that radar allows you to see faces of the world facing towards you, or just corners (like a real radar) to help with understanding positioning of tanks relative to the environment. But then I realized, advanced players don't need it at all, so perhaps it should be a drone or augment. I think it would be necessary to colour the tanks according to their team in order to preserve the radar's identifying functionality, possibly like so: This is realistically feasible coupled with radar functionality, because the shape of tanks can be recognized and they can be tagged according to the radar that overlaps with them. In game though, I believe it would be relatively simple to implement, considering the functionality to do so already exists; hornet overdrive already identifies and outlines enemy tanks. However, it might be beneficial to completely replace the actual full colour rendered view with a grayscale depth view to serve as topographic map, with just the transparent coloured blocks (or outlines) to represent tanks? I believe this would fit in better with Tanki's UI style. I apologize for the poor quality of the edit, but I hope it shows my point. I think this would be most utilized by novice players, so perhaps it can be a low level ranking drone (maybe right after or before brutus?), but should use batteries. Possible interesting functionality would be to allow enemies to shoot it down? But that could be annoying to implement without much benefit. I hope you enjoy and consider my suggestion ? Thank you for reading this far. TL;DR: New drone suggestion = actual FPV drone providing bird's eye view- 2,754 replies
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The only difference is whether the projectile impact position is relative to the tank at the time of firing, or relative to the tank at the time of impact. It is true that this will be a bit of a change for magnum users, but I think it would be for the better. Change is always difficult, but I seriously doubt there would any difference going from to zero experience to mastering the current version of magnum and the one I am suggesting. We spend more time in the real world (I hope) with real physics, so at least the simplest parts of the physics should be accurate. I myself been using Magnum as my primary turret since the day it came out until now, and I still believe this addition would improve gameplay long term.
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Honestly? I think it's much worse for video game physics to be different from reality especially when it comes to simple things like parabolic trajectories. Back when I was a beginner magnum player, I often died to my own shot because I was shooting forward while driving forward, and the projectile landed almost on me rather than in front, as it should have. The addition of the tanks velocity to the calculations will allow for players to for example, 'boost' their shot as well by driving forward, and allow for more fine tuned shot control. As a magnum player myself, I personally find it more difficult to calculate the projectile's trajectory as it exists in the game right now. For example, if I'm shooting sideways while driving forward, I instinctively shoot early to hit the target and miss by a very large margin due to the lack of realism. :|
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That's why I included the code snippet. It's a very simple fix and would be so much nicer.
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valid Magnum Projectile velocity fix
niceguy123 replied to niceguy123 in Magnum Projectile velocity fix Ideas and Suggestions
I have a very simple suggestion. I would like the tank's current velocity to be added to the velocity of the projectile shot from a magnum. If you shoot magnum sideways, currently the projectile is simply launched from the location in a certain direction, so the projectile hits the wall right where you shot it from. This is not accurate to real life. The projectile should have the sideways velocity of tank and it should hit the wall where you currently are as long as you kept going in the same direction after shooting. This is not a very complicated fix. I know that it can be done with a simple line of code like this. projectile.rigidbody.velocity = projectile.rigidbody.velocity + tank.rigidbody.velocity; I'm not aware which language Tanki is written in, so it may or may not be more complicated than this. I would really appreciate such an addition. Simply adding the tank's velocity (rather than calculating velocity at the muzzle and tank rotational velocity and more complex stuff like that) would help to make projectiles much more realistic and would improve the general gameplay. With the current system, despite having been using the magnum since it's initial release, I often get an unpleasant surprise when I shoot forward while driving forward and the projectile lands on me. In real life, if you were to stand in a back of a moving pickup truck and throw a bowling ball ahead at a 45° angle upwards, under optimal circumstances (in a vacuum), forwardVelocityAtImpact = throwVelocity.forward + truckVelocity.forward; This means that the ball would land the same distance ahead of the pickup truck while moving, as it would while the truck was stationary. With Tanki physics however, that bowling ball would land right back on your head. This becomes quite problematic when the bowling ball is explosive (magnum turret) I would sincerely appreciate this addition as I have been considering it's potential impacts on gameplay for a long time and I feel this is quite necessary. P.S. To people worried about how this may affect the magnum physics, it will not do anything when shooting from a standstill, and will have minimal impact on normal gameplay other than the fact that you will be able to practice magnum trajectories by throwing a ball while running as opposed to only when throwing a ball when at a standstill.
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