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My suggestion regarding power-ups/"drugs"


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As we all know, overusing power-ups known as "drugging" is a popular and controversial aspect of Tanki Online gameplay. Now, I just started playing a few months ago so I am relatively new to how things work here. My suggestion is that individual power-ups are only offered no more than five (5) times in a single game regardless of how many power-ups the player has stored. Once those five (5) individual power-ups are used, then a player won't be able to use them until the match is over. This method would allow for more creative use of the power-ups because the player would have to choose when to use them at the most opportune moment. So for example, the game starts and you have five (5) armor, five (5) nitro, five (5) health packs, and five (5) power boosts. Once those are gone, a player would have to wait until the game is over to use another set of power-ups. This is only an idea so any disrespect is not necessary. Leave a comment so I can hear everyone's opinion. :)

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Best idea I have seen so far, as this will not nerf supplies as that is what the developers want to avoid, but will still make for more balanced gameplay. Much better than Smart Cooldowns in my opinion.

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I would go one step further and say 5 of each power would be too many. Something a little more balanced and scalable, something like 1 of each per 5 minute duration of game play. So in a 15 minute match you would get 3  of each power to use. In the case of open ended matches without duration, perhaps after each 5 minutes of elapsed time the system would automatically release another set for use.

 

I would also not allow the use of any powers for the first 2 minutes of the game.

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I would go one step further and say 5 of each power would be too many. Something a little more balanced and scalable, something like 1 of each per 5 minute duration of game play. So in a 15 minute match you would get 3  of each power to use. In the case of open ended matches without duration, perhaps after each 5 minutes of elapsed time the system would automatically release another set for use.

 

I would also not allow the use of any powers for the first 2 minutes of the game.

 

Yah, this would work better than the first suggestion.

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If all battles were 15 minutes, that might work. I've participated in battles of over two hours. Might as well have none.

 

I've written a couple posts describing my thoughts. Mostly, each uses of any supply should increase the overall cool-down time. Nitro and mines should add very little, doubles add more, but still small, and health packs add significantly. The key would be that respawn should not reset the extra time multiplier. Not using supplies would let the overall time multiplier diminish back to nil for refraining for some time, which would be dependent on how high it got in the first place. 

 

The smart-cool-down, as I understand it so far is okay, but I think it will be as frustrating, at times, as facing a team of excessive supplies-users.

 

Supplies are part of the game, but they destroy the fun of the game when they help one team become absurdly dominant due to excessive and imbalanced use when multiple players on one team aren't matched by the other team. Many players will not drug much. Even more players cannot drug much because they don't or can't buy significant amounts of supplies, either due to frugality or inability to spend hard currency for crystals. 

 

I'll close by saying I like the supplies and they way they work, but something needs to be built into the game to keep use balanced and tactically wise, not just used at the first sign of an opponent with no sense of frugality. 

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I myself don't drug at all, unless I pick up a box in game I don't use any. I honestly find the game more fun without that crutch. I think they ruin the game balance (especially the ones in inventory) not so much the in board boxes.

 

Not sure why they cant make a check box in the game to remove/deny use of power ups completely and let the players rely on their own skills. I know they have pro mode, but I sure as hell am not willing to pay a premium to not use power ups, it should be the other way around.

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I like this strategy, especially for longer games, since they are usually the most heavily dominated by drugging teams.  Might've been better than the smart cooldown fix they went with but I suppose it is a moot point.  Can't say I blame them.  This strategy would have greatly reduced the number of drugs used, players couldn't blow through a tenth of a large supply kit in a single game and would buy a lot less frequently.

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