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Explaining my idea of slow auto-healing


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Hi!

 

 

I've had many different ideas for Tanki, but this is my most favorite, so I'm posting this here becouse I want a real good discussion and opinions about this. Please don't write short things ("This sucks!", "This rules!"), keep it creative...

 

I've grown to think that the classic way of all action games, a simple healthbar, is boring. In Tanki, there's 3 ways now to get health, and 2 of those are very unreliable and one is in my opinion so expensive it's only worth using in very special moments. As health is a very important thing in this game, except for the two most agile tanks who can probably get away with having low health by using agility instead, it's boring if you become very damaged very early after spawning. When you battle you often have to have alot of health on the bar, that's why you see players who spawns, get damaged, then danger's over but they suicide.

 

It's boring and it's also frustrating if you want to achieve a shiny Kill/Loss-ratio ;) (which actually says something more about abilitys rather than luck!)

 

I also have to mention the game "World Of Tanks", which is nothing like Tanki at all in my opinion, but after watching clips on Youtube with this game, I have to say I really love the fact it doesn't use a simple healthbar and then that's it. I also love that you actually have to think about how your tank is placed aswell!

 

Obviously it wouldn't suit Tanki at all to have penetration-calculations, so here's my idea:

 

 

 

All tanks slowly load up the health all the time. And here's also something that can give the different hulls more creativity and difference: the hulls recovers hits differently from different sides. This gives Tanki the ability to create new future hulls that doesn't end up just being a new look and some slightly changed characteristics.

 

So maybe it could be like this... More agile hulls tend to recover slower from damage, making them recover so slow it's pretty much useless to use as a tactical advantage, meaning you can't play even half aggressive and expept the healing to help you... not even close. Exactly how fast the healing should go I can't tell, but hopefully I managed to describe it a bit!

 

The tanks with more health tends to heal faster, but perhaps only so depending on which side the damage was recieved from! This can change alot from different hulls. Let's say Titan has fast enough healing from the front it would need several enemies shooting togheter on its front to beat the speed pf its auto-healing so it dies. But let's also say that its sides load pretty slowly, making it vulnerable. The Titan have OK agility, so it could use that to keep the front against the enemy.

If so the Mammoth could have a front that loads so fast it's extremely resistable, with the sides also very good but the backside the weak spot. Let's say the front loads fast enough that a Railgun which fires, reloads, fire etc, will take either a very long time to kill it, or maybe impossible, due to the slowness of the damage and the healing of the tank.

 

Slower tanks can make up for the vulnerability their slow speed gives them with their frontal (or also sides) resistance. Just like with a weak and agile tank, you'd have to be cautios but in a different way!

 

 

With this we instantly get so much ability to have major differances between tanks, abilitys to invent new tanks with new characteristics, and battling, choice of tank and tactics will suddenly be so much more!

 

Also, battling might turn more aggressive, as enemies who camps and rarely gets a shot in on each other simply have to be more aggressive, otherwise none will ever be killed perhaps.

Offcourse, this coming thing with "micro-updates" would go nicely along with this, a choice of either reinforcing the front or evening out the resistance of all the tanks sides.

 

 

 

But here's the two problems I can think of:

 

Nr 1 is the obvious... will the game suddenly be "too" similar to World Of Tanks? Tanki is and still would be very different, becouse Tanki is a fast and high-paced game with a "cartoonish" feel to it, but maybe it would be seen as a rip off even if the health-systems of the games are pretty different still.

 

The second isn't as important, but it's still a question. If there's alot of difference on some tanks with how the front and the sides recover from hits, a problem is that in Tanki tanks battle in pretty short distances. This means that if your tank isn't perfectly lined up with the front towards your shooting enemy, he can hit the sides. So should side hits which are recieved from an angle of almost from the front not count as side hits? This could simply be done by programming the tank's width of the front a bit more than what actually is, but invisible.

Or maybe some tanks front can have a shape of the front with edges out on each side, just a bit, to deal with this problem? And then maybe the edges could be modified and increased and protect the sides a little bit more, maybe as some kind of bonus...

 

 

 

That's all. Hope you thought it was intresting, and please come with some creative comments!

Edited by Moreuz

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Drugging Mammoth with Isida - self-heals while gaining lots of health back while having damage reducing x2.

 

Obviously it would be too much. Somehow it should be avoided with some idea... :P

 

And obviously the x2 armor drug would have to be changed somehow. The health pack drug would still be very useful in tight situations though!

Edited by Moreuz

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nice idea! but i think the weaker tanks should get their health back faster instead of slower because they are weaker (so they die faster) and the stronger tanks can last longer which mean they have plenty of time to recover.

Edited by SpHryfBoss

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nice idea! but i think the weaker tanks should get their health back faster instead of slower because they are weaker (so they die faster) and the stronger tanks can last longer which mean they have plenty of time to recover.

 

Hmm... I get your point. But also, the slower tanks can't quite manage to flee from the line of fire. They are meant to be able to be very aggressive, which also means that once they made their brutal attack they either have to defeat everyone who shoots at them or die. :P

 

The fast tanks can escape quickly, seek cover and wait to heal. But maybe you're right. Only testing this and slowly modifying it would actually tell us the answers.

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The smaller tanks have more speed to escape Snipers. The bigger tanks have enough Armor to escape the Snipers. That's how it works doesn't it? Besides, since Faster tanks have less Health and less body to heal, they should heal quicker. Why? Because 95 Armor isn't a big deal for most and adding this will un-balance the hulls. You'll just be making the bigger hulls stronger, and the smaller hulls weaker. Stop it you. Lol. :lol: Also. .. . . Stopped myself from typing a huge mass of words and just stuck with the main point.----------------------------------------------------------By the way, Wasps/Hornets were actually made for staying on the move. You don't expect us to wait in a hole somewhere for a long time, then come back, get shot, and keep waiting? No. I bought Wasp because I want to stay on the move and use the speed as an advantage over people who favor armor. I don't want to spend minutes killing a Mammoth with Railgun, and then on the next shot he either recovered half of his Health, or all of it. I don't want to waste my time doing that. Leave that to the Isida. Then it won't get overpowered and I can actually get rid of the Isida, then aim for Mammoth.----------------------------In addition to that, you see how Deaths actually don't affect you. There are no limits of Deaths in this game. You can die as many times as you want. If you're low on health, the smart thing to do would be to self-destruct. You'll respawn with full health and Ammo.

Edited by r_DidYouKnowThat0

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This Idea Sucks, Because there is no such thing as a health healing tank.

If there can be drugs for tanks, medkits for tanks instead of toolkit, tanks fighting in space or moon/space maps, if they can flip and still get no damage, why can't there be a healing tank?

What about like a drug, I mean it will be available for a period of time like those passes, like for a week. From that this will be activated.

Edited by ExtremeKiller26

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Yeah,I agree.

But my friends are complaining that the game is not interesting 'cause there are no such things that are in Tanki,such as the look when you're damaged, the damages of track and the side/place which was damaged.

My thought is that enemy cant see your damages but only teammates.

And when the tracks are damaged,you walk slower.

Besides,people hit the place which had been damaged can kill you a bit more easily.

Is this idea ok?

As what @Moreuz said, Please don't write short things ("This sucks!", "This rules!"), keep it creative...

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Yes, please write it on feedback. In some period of time I'll collect the best ones and show it to other devs. And this one sounds quite interesting.

Do as said by our Community Manager, post this idea on the FEEDBACK site.

 

Closed.

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