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Ideas for Supplies and Drones!


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I would really like tanki better if the ant, colossus, morph drugs (which was a april fools prank) were added for real

You could become embedded within the tread.  They would have to scrape you off with a tread scraper.    :P

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How about a charge that you can use you jumping or flipping back up when you're upside down.

Great for parkour too. :)

 

 

(I flipped 22 times in a 15 minute battle once.)

Edited by isidakid123
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How about a charge that you can use you jumping or flipping back up when you're upside down.

Great for parkour too. :)

 

 

(I flipped 22 times in a 15 minute battle once.)

Awesome idea!

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How about a charge that you can use you jumping or flipping back up when you're upside down.

Great for parkour too. :)

 

 

(I flipped 22 times in a 15 minute battle once.)

That woul be pretty cool...but it would take away parts of gameplay thats more about tatics and stratagy rather than charging in with fully drugged twins and hoping for the best. Flipping is a good part of tatics in a battle and i love imagining how pisssed off people get when i flip them multipletimes but dont kil them :P

Iv gotten many things said to me for doing that alot, especially in a battle where i used hammer and the only thing i was doing was flipping people, lol

Edited by MrCheezyPotato

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A Flipping drug or even a mine that could right a tank would be very good for non long gun vehicles, isida, firebird ect.  Perhaps the ordinary mine could have its capabilities widened!

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A mine that could flip would have to work on opponents and you, but not your teammates. Perhaps it is not in the form of a mine but more like a jump button. As of now, when you are upside down and you self destruct or you are destroyed, your explosion sometimes blasts you right side up. How about just a charge like an explosion not a mine?

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maybe drug that make all drugs last for 1 min

This would be a waaaay overpowered drug. There is a reason why once you activate one drug you have to wait before you can active another one.

Edited by isidakid123

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oh and btw ever though I AM a buyer (a buyer but not s huge one) I prefer not to waster my money on drugs. I would rather spend it on kits or after I get a kit start MUing it

your garage is amazing... But k/d? Second worst k/d ive ever seen!

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your garage is amazing... But k/d? Second worst k/d ive ever seen!

eh if I had a huge stockpile of drugs I would pretty much turn into Godmode_ON though :D. the reason I have such a bad K/D is cause I love Light hulls (Hornet especially) . I'm hoping to turn my K/D around once I buy Twins M1 cause then I will probably start using Twins+Titan and drugging more

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Well, you dont need to drug much with twins/titan. I can hold off a team of druggers in Poly CP with a few DAs and a repair kit.

You could also still use it on attack too wity hornet though.

 

 

your garage is amazing... But k/d? Second worst k/d ive ever seen!

This me a bit longer than i would have liied to figure out, but a k/d doesent always tie into how good a player is. Base their skill on their crystals per exp income, cause they could be a big healer or flag capper.

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My ide of a drug is called the "teleporter mine" or just "teleporter"

 

Press 6 and one will appear. When an enemy drives over it, it will teleport the enemy randomly any were in the map.

 

Pro's:

This is perfect to get an enemy ank away from you.

 

Con's:

This cost 100 crystles

This will not teleport you nor your team mates

This can teleport an ememy w/ a flag back to their base

This can teleport enemys directly in front on you and your team mates

Ghis can teleprt an ememy to hour base

 

PM me if you like my idea with the hashatag: #Teleporter

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I'm back with another great idea! This drug is called the "lag mine" or "lagger".

Press 6 pr 7 ( if the teleporter or something els is in 6 ) and a lag mine will apear.

 

Pro's:

Makes enemy tank lag when the enemy drives over it.

Will not work on you nor your team mates

 

Con's:

Thats about it!

 

Side effects: causes enemy turret to spin. Causes enemy tank to spin. To many lag mines may cause a server error. Spinning tanks and spinning turrets may cause disseness and sever illness.

 

PM me if you like this idea w/ the hashtag: #lagger

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This me a bit longer than i would have lied to figure out, but a k/d doesn't always tie into how good a player is. Base their skill on their crystals per exp income, cause they could be a big healer or flag capper.

yeah that's me . When I use isida I'm mainly a healer and I am usually a flag runner also (I usually use Twins since I got twins M1) but yeah I'm a big healer and I'm a main flag runner in CTF battles . I normally capture about 3 or 4 of the flags when my team wins (depending on how many Twins' the enemy has defending their base) cause I will usually use a speed boost early in the game before the enemy can get organized to defend and cap a couple flags with my M1/M2 XP combo

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I would like new supplies!  Fullers London Pride Best Bitter, Claret eg Cabernet Sauvignon, I like some of the Chilean Brands, Good salty Cheder cheese Riddler, Blue Cheeses Shropshire Blue.  :)  Any wold go down a treat while playing mmmmmm.

Edited by ELIZABETH1122

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I would like new supplies!  Fullers London Pride Best Bitter, Claret eg Cabernet Sauvignon, I like some of the Chilean Brands, Good salty Cheder cheese Riddler, Blue Cheeses Shropshire Blue.  :)  Any wold go down a treat while playing mmmmmm.

Huh?

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I'm back with another great idea! This drug is called the "lag mine" or "lagger".

Press 6 pr 7 ( if the teleporter or something els is in 6 ) and a lag mine will apear.

 

Pro's:

Makes enemy tank lag when the enemy drives over it.

Will not work on you nor your team mates

 

Con's:

Thats about it!

 

Side effects: causes enemy turret to spin. Causes enemy tank to spin. To many lag mines may cause a server error. Spinning tanks and spinning turrets may cause disseness and sever illness.

 

PM me if you like this idea w/ the hashtag: #lagger

Sorry to shut you down, but this is a horrible idea for several reasons. First, people would just spam this so that the whole server crashes, which sucks if someone actually wants to play. IN addition, how can you tell who is lagging and who is getting affected by this supply?

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yeah that's me . When I use isida I'm mainly a healer and I am usually a flag runner also (I usually use Twins since I got twins M1) but yeah I'm a big healer and I'm a main flag runner in CTF battles . I normally capture about 3 or 4 of the flags when my team wins (depending on how many Twins' the enemy has defending their base) cause I will usually use a speed boost early in the game before the enemy can get organized to defend and cap a couple flags with my M1/M2 XP combo

Then try to use Dictator m1 with hammer or isida.. Just get DA and you are undestructable. If you have Nitros, you are damn fast!

Its my favorite hull in the game actualy... If someone is pushing you, glich on top of them and get away from enemy base :D

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Sorry to shut you down, but this is a horrible idea for several reasons. First, people would just spam this so that the whole server crashes, which sucks if someone actually wants to play. IN addition, how can you tell who is lagging and who is getting affected by this supply?

Or just trolling and waiting for you to come near him

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I'm back with another great idea! This drug is called the "lag mine" or "lagger".

Press 6 pr 7 ( if the teleporter or something els is in 6 ) and a lag mine will apear.

Pro's:

Makes enemy tank lag when the enemy drives over it.

Will not work on you nor your team mates

Con's:

Thats about it!

Side effects: causes enemy turret to spin. Causes enemy tank to spin. To many lag mines may cause a server error. Spinning tanks and spinning turrets may cause disseness and sever illness.

PM me if you like this idea w/ the hashtag: #lagger

Why would the devs add a supply that would crash the server? Thats even more work for them first of all since they will need to get itup and runing again, and the thing that they spend so mich time on is fixing bugs and crashing....

I have no idea why you wanted something that would make you crash...

 

Also, i seriously doubt people would be playing a game liie this if they got motion illness by looking at a bunch of colored pixles....

Yeah, iv gotten a headach by taking wasp and firebird M3 then spinning fo like 3 min straight....but if it lasted that long tyen people would just reload the page anywas....and then like tanki a bit less every time....

Teleporting mine could be pretty cool though :)

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The smart cool downs need an extender mechanism to curb abuse.

 

First, the use of a supply should add to clock for cool down.

 

Second, score differential in your team's favor should add to clock for cool down. All these affects should be cumulative. This second effect wouldn't apply in DM.

 

The smart cool downs mostly solved the battle raiding (along with score caps), but it does not address bullies. No one wants to fight an overwhelming team, and as soon as the tank-v-tank ratio is below about 0.8, supplies use on the larger team ensures the outcome and discourages teammates, who leave rather than continue to be spawn-killed. Honorable tankers don't do this, but Tanki has never been long on honorable tankers.

 

The cool down clock for the tanker needs to extend by a small amount for each supply used, cumulative, with a long cool down for the extension. That is, using a speed boost should add, perhaps, 1% to the cool down clock for all supplies. Dropping a mine should be the same low percentage addition.

 

Using a double should add, perhaps, 5% to the cool down clock, again, cumulative during the duration of the cool down for each addition.

 

Using a repair kit should add, perhaps 12% to the cool down clock, all cumulative.

 

Further, when a supply is activated while any regular supply is still in cool down from activation, that new extension percentage due to that supply will double.

 

I suggest the cool down extension duration be 75 seconds, perhaps as much as 90 seconds.

 

Thus, as a tanker repeatedly uses supplies in quick sequence, the cool down gets longer. A significant time must elapse for the extension to completely reset.

 

A set of accumulations something like this would reduce the potential for abuse, but it would still allow for the strategic use of supplies in important situations like attacking to take or return the flag.

 

For instance, a tanker could spawn, and activate a speed boost, only adding a trivial amount to the cool down timer. Then, just before entering the enemy base, activate a double for quick kill or extra durability, grab or return the flag, and then still be able to activate the repair kit to complete the get away.

 

Nothing hinders the tanker from doing everything we can currently do, but now his cool down timer is significantly extended.

 

Strategic planning will allow the tanker to make regular runs at the flag with supplies available, but not in quick succession. It would also hinder those snipers who like to sit and hide and use double damage as fast as possible. If that was the only supply being used, the extension would accumulate gradually, but it would become significant with repeated usage. This would encourage the sniper to only use the double damage in critical situations, rather than constantly.

 

The second extension mechanism should be a multiplier based on the score difference less one for flags, as explained below. For TDM or CP there would be a similar mechanism that wouldn't increase the cool down extension for close games but would gradually increase the multiplier as the score gap widened. 

 

Examples:

For CTF if flags are even, no multiplier. Same for a difference of one, since the first one is subtracted out. However, when one team has two flags advantage, its extension percentage will be multiplied by difference as a tenth plus one. Specifically, flag difference less one times 0.1 plus one.

For a 5 to 3 score, that would be 5 - 3 = 2; 2 - 1 = 1; 1 x 0.01 = 0.1; 0.1 + 1 = 1.1 which will be multiplied by the supplies timer extension percentage.

For a battle of 9 to 0, that would be 1.8 times the supplies timer extension percentage, which would mostly restrict supply use to only those tankers who have not used supplies in recent minutes.

 

Of course it could not balance all scenarios, but it would substantially curtail the ability of heavy supplies users to totally dominate when their opponent is down.

 

I suggest this extension should be slightly reduced for premium account holders, and some consideration is warranted for players with experience significantly beyond Generalissimo.

 

If possible, I suggest total combined team experience should act as an additional multiplier. However, this should be logarithmic, with a lead in, where the multiplier would be small, perhaps, 1.01 when one team only has a small experience advantage, and perhaps about 1.1 when the experience difference is becoming significant, but then perhaps 1.5 by the time the experience difference is very large. A multiplier like this would help new Generalissimos against veterans who have been at the highest rank long enough to have highly perfected skills. It would also help balance wide-rank-range battles where one team happens to have significantly higher rank players versus the other team.

 

The values may need to be higher or lower. Our experienced developers are likely to come up with a reasonable first try that can be adjusted with testing on the test servers. But I am sure a reasonable system can be devised that leaves most players mostly as before but restricts angry or inconsiderate players with garages full of supplies from taking advantage of players that have no supplies, or won't use them.

 

Finally, there is an advantage to attitude, morale, and perception. Implementing such a set of supplies restrictions will help tankers know that the opponents cannot significantly abuse supplies use. It elevates much frustration, since it will be more obvious that an opponent with doubles showing must have picked them up, or has been frugal and considerate with his supply activation decisions.

 

I believe it would be a good morale boost for those who seldom have significant amounts of supplies, and it would be no curb at all on frugal supplies users. It would only significantly affect those tankers who use supplies nonstop even when the battle outcome is inevitable.

 

Pro-battle settings could include options for turning off the extensions when supplies are allowed with cool down.

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We already have a smart cool down of supplies.  This was introduced in an update a while back!  Originally it was possible to use all supplies all at once at any time with no cool down period at all. This whole fuss about supplies/drugs, is motivated by those who do not contribute financially to Tanki. They have little community spirit. They want to limit the buying power of the paying player who does support Tanki. Their are two types of user.  Players that choose to use, pay into the game and they are expensive.  Usually their will only be a few players like this per game.  The other group pay little or nothing at all.  They get you to pay because they are part of a syndicate.  Usually a clan but sometime an other form of association.  Those that do not care for drugs/supplies and do most of the protesting have the facilities to play games drug free if they choose, with PRO Passes but they obstinately refuse to do this because they do not want to pay anything to support TANKI.  This cynical self interested group are well organized and petition at every opportunity, use highly emotive language and attempt to take the moral high ground.  The truth is that they want to use the free crystals that they horde to go towards the best Hulls, Turrets and Paints.  The real danger is, if the buying power of the ordinary honest player is diminished in way, that this group is determined to impose on us all, then people will start to question why they need to buy anything at all.   the will wonder if this group of selfish players have some of the best garages for nothing then we could do the same.  The problem with that is, Tanki would go bust.  Quite simply the paying players keep this game alive.

 

Instead of listening to the hyperbole of this self interested group, people might care to ponder and think.  What exactly is the problem.  Of corse we see users of supplies/drugs we even use them are selves.  Surprisingly the vast majority of complainants in this elf interested group also use the with the very rare exception of one or two. They are often hypercritical in their accusations.  Some people here might recall the very long thread on drug use, its over 300 posts long.  Some of the most ardent and vitriolic of complainants have been proven to use very large quantities of drugs when it suit them.  They even provided unwittingly the video evidence to prove this.  In fact the leading poster in all of this was suspended and is essentially in hiding.  The main users however, the very bane of many honest players here, is the raiding party.  Parties on the whole comprising of clan players.  Not only high users of drugs, when do you ever see them without but also exceptionally well equipped with the most expensive paints and totally MUed up.  The also have the benefit of training and communications.  How can an ordinary honest single player possibly enjoy a pleasant game when they are about.  How many of you have been stripped during the very last minutes, of your hard fought for crystals.  How many of you seen games totally ruined by these vicious gangs

 

The easiest way stop prevent raiding parties by CLANS and associates is to have all clan members tagged electronically an visually.   To prevent any more than 2 clan members playing in any one game.  This should also apply to people playing using the same IP address also.  People should open their eyes about this so called drug /supply issue and look at not the occasional individual, which could easily be you for instance.  You may well have earned  and the saved them.  The major abusers are the clan raiding parties.

Edited by ELIZABETH1122

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