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Ideas for Supplies and Drones!


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I really hate when I place mines on the ground and when players get killed mines disappear. Mines should last until players drive over them or gets refunded to the players after the round finishes.

 

If the mines that are laid down on the ground does not explode after the battle has finished they should be given back as a refund to the player who disposed them on the ground.

 

Also there is no supply box for mines. There should be an update that adds a supply box for mines to be picked up by players in battles just like all other supplies, Repair Kit, Double Damage, Double Armor and Speed Boost.

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I think this belongs in the Idea & Suggestions section.

 

Anyway, if mines would last until someone drove over it, the map would be filled with mines.. A refund is also not a good idea, if you equip double damage and you don't hit/kill anybody, you don't get your crystals back.. 

 

Mine box could be interesting, but how would it work? If you catch it there's instantly a mine? Or you can drop it later wherever you want?

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When you catch a mine box the mines will not drop automatically. The picked up mine box would stock up mines for you to use later.

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Or when you get the mine box you can take the oponets mines and keep it for your self so your other teamates can take the flag or good if your doing save the gols

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Or the mine box can give ur mine 10000 times damage.

just joking

 

What if the mine box let you drop a mine within 45 seconds of taking the box. The mine you drop will havr 0 cooldown effect

Edited by A_R_A_K_E_L_Y_E_N
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Instead of the 'smart supplies' which really did not solve the issue of 'drugging' in the game, why not make it so that the supplies cancel each other out, like in rock, paper, scissors. An example could be that Double Damage cancels out speed boost, speed boost cancels out double armour and double armour cancels out double damage. this would make supply use more tactical, instead of just using every one you can find. this also makes it fairer on those who do not buy supplies or cannot earn enough of them from missions to defeat those who use supplies all the time. Those who use supplies all the time ruin battles and steal all the crystals.

 

This system will make the game fairer and more interesting. An example of these tactics could be to use a speed boost to get to a flag quickly, then using double damage to destroy enemies around the flag and then use double armour to escape undamaged. the timer should remain the same for all supplies and a repair kit would not cancel out any supplies. this would make it preferable to use during double armour, increasing the complexity of the tactics needed and making the game more interesting. this would also allow for diversity in clan battles, as some could only take double armour for defence and others speed to steal a flag.

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Some times ago we saw some TEST BOX Supplies which was introduced in the end of tankionline V-LOGs, there was some supplies fail and some are pass.... please think about droping supplies like PHANTOM or GHOST which was passed in test box and looks veary usefull for battle.. that types of special supplies may rarely dropping in battle like 1 to 3/4 special boxes like gold box :)  :)

Edited by hulk_T90

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How about they let us spam our drugs again in all battles?  <_<  <_<

No. Just No.

Spamming supplies make the game unbalanced and unfair for those who are weaker and do not have as many supplies

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bcz I don't want to waste 5k crystals on a pass.

those battles r very rare.

Well im afraid I dont serve well to stitchy and self minded people.

 

Druggers pay alot more than 5k.

Edited by A_R_A_K_E_L_Y_E_N

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A Orbital strike supply. You press one of the number button and you get a birds eye view of the map. You can call in the strike anywhere you want however if you are being attacked while in the mode it will cancel it.AKA Orbital strike is the same as an air strike but it sounds cooler.

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Me (deadtoyou) and my friend @AmmoMan9898 came up with a new drug called the Flashbang mine.

This would be in the 6th slot, and you would lay a Flashbang on the ground just like a mine, but you can remotely detonate it, (using the 6 key again) causing all tanks within a certain radius to see white screen for about 3-4 seconds, impeding ability to aim and drive effectively. It would have the same detection radius as the normal mine, meaning that tanks will still be able to see it, However, this drug is ONLY remotely detonated, if a tank drives over it, it will not detonate automatically. The recharge for this new drug would start right after detonation.

The color of the mine would be white to distinguish it from the regular mine.

NOTE: This mine would not cause damage.

 

Pros: B)

This drug would be useful for quick getaways with the flag from 4-5 enemies.

It is a good defense against huge hulls, such as Mammoth or Titan.

You can detonate the Flashbang 1 second after placing it.

You can detonate the Flashbang from anywhere in the map.

 

Cons: <_<

The drug would cost about 100 crystals. (changed from 125, we decided that was too much.)

You can only have 1 Flashbang active at any given time.

Tanks driving over the mine will not detonate it, you have to manually detonate it yourself.

You can lose points by hitting yourself or your teammates with the Flashbang. (Or, it wouldn't affect them altogether.)

The Flashbang would not cause damage. (this is because the mine might be too OP, however, we could add 10-15 damage.)

 

Problems revealed and/or pointed out by the community. :)

 

 

After reading this, we agree, during the Gold Box, the mine should be disabled, or the drop zone disables the mine automatically, just like how the Flag disables regular mines.

 

Yes, that is a valid argument, however, the smoke/flash effects would work in the new Unity version of Tanki Online, and if it's implemented in this version, smoke/flash effects could be diminished, we were thinking more along the lines of a very small white flash around the mine itself.

 

The white screen would not be that bright, just enough to block your vision.

 

Thank you guys for all the feedback, and if you see any other problems, don't hesitate to point them out. :)

 

 

 

Frequently Asked Questions:

 

 

What is the use of the mine if there is no damage?

The main effect is to blind the enemy, adding more than 30 damage would make the mine too OP

 

What if my keyboard is too big? I already have problems reaching the other supply keys.

A possible solution is adding alternative keys to all the supplies, not just the Flashbang

 

Wouldn't this cause severe lag, especially with older PCs?

Possibly, however, if Tanki Online servers are able to handle muzzle flashes, shell/projectile impacts, explosions, and other effects, then we think they can handle a small white flash around the mine.

suggested a setting to turn the effects off, making the lag far less. (If any)

 

Shouldn't this idea wait for the Unity version?

What good thing is worth waiting for? :) But yes, we think it should be in the Unity version, but it would be a good idea to have it in this version, if nothing else, to see what players think of it.

 

Wouldn't the screen be too bright?

The brightness level would be moderated to block out your screen, but not too bright as to hurt your eyes.

 

Why would I use this instead of a normal mine?

The Flashbang blinds enemies, but doesn't cause too much damage. Useful ways to use this include: Fast getaways with enemies' flag, blinding Heavy Hulls while killing them (R.I.P drugger Mammoths), defense of CP points, and Gold Hunting.

 

Would there be any defense against this mine?

No, this mine is like the regular mine in that aspect, the best defense is to avoid them.

 

What is the effective range of the mine?

The range would be random, the smallest effective range would be about as long as a Railgun is long from back to front, and the longest effective range would be about as far away in each direction as a Firebird's flame. (This is just for visualization.)

 

 

 

I originally created a topic for this, but I decided to also post it in the main thread for new supply ideas :)

 

 

Not bad idea, i like that.

Edited by Maf
Please don't quote large posts without shortening them

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Idea: A supply limit connected to the time of the battle. Example: You can use up to 20 supplies at a battle with time 15 minutes. So we can prevent massive druggers, and maintain drugs to the game.

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Idea: :|

 

P.S stop hating druggers

You need to get a life everyone hate druggers

Edited by CooperO
Please refrain from using insults.

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You need to get a life everyone hate druggers

Happy anouncment!!!!! My life is bigger than yours so wake up!!!!!!

Druggers own tanki. We ARE the pros.... .

Edited by CooperO
Please refrain from using insults.

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Happy anouncment!!!!! My life is bigger than yours so wake up!!!!!!

Druggers own tanki. We ARE the pros.....

You are not pro because even if you drug you need skills even for that... Skilled druggers rule.

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ahem!!!!!

You make no sense... ofc I have lots of skill... its not the drugs that make me win.

Look, I am just telling you the facts. The fact is that a skilled player who isn't using drugs is buried for the wrong reason in this game.. If you are so skilled why you use drugs? You can do the job without it. But the fact that you are Generalissimo and you still play this game makes me understand your case... Typical. You guys ruin game at the top ranks, you make us use drugs too to keep up. :rolleyes:  And again, try to be more dialectic men. Drugs don't add something magical to this game. ;)

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