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how about two kinds of mines the normal ones and then the challenging ones .. in other words mines that have a timer on them and you have to press a letter / number to activate them ...

 

so if you place a mine and your on the other side of the map, you can hit a key to trigger , to activate it  ... also there is a time limited to have the mine activated in say about 1 minute  after you drop it .. cause if its not triggered it would dissolve and you loose the mine and a kill ( also if you die the mine is also gone with you just like it is now..) .. so it gives you time to wait for the pray to roll over it and then kaboom it goes off..

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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 :)

 

That would be a smoke shield!! Creating a barrier of smoke! Tactical teams use Smoke Grenades to conceal an entry or movement.

 

Flash Bang? Is the grenade which BLINDS and DEAFENS the adversary! I think they should have this as well!!

As a mine? Drop behind you like any mine, but has a 3 sec delay, and FLASHES screan of those around, within Medium range of others... anyone looking within a 45 deg angle of the Bang, their Screen goes Blinding White for few seconds! If close, within Short range, no matter where looking, any tank gets a Deafening effect, as the games plays a deafening buzz in speakers, unable to hear anything immediately around you for few seconds, also if looking within a 90 deg angle toward the Bang...  your still blinded as well! 

 

So those Medium range away, only blinded if they looking in general direction within 45 deg of the bang. 

Those Short range away, Deafened no matter where looking, but blinded if looking within 90 deg of Bang... so could have both! 

 

This just ideas of the effects. As for other details, cost, etc? idk! Could make these keys 6 and 7. 

 

Further... Some Tanks should be able to use the Flash/Smoke bangs as shots as well... with instant activation upon impact! Such as, Thunder, Hammer, and the other Pop pop cannon... I forget it's name. The one that by chance "shocks" target. The three tanks can have chance, with proper choice of button, to use as Shells for their Turret, for one use after. Make available the Mine as well, turn into a Grenade! High explosive yield on impact. For such use... the tank with proper turret Press and Holds the # key for the Mine/Flash/Smoke bang, and Fire then fire the turret. So press and release #5 drops a mine. Press and hold #5, than Hit Space to fire... the tanks fires the Grenade instead. Press hold #6, and you get Flash bang shell, or release Flash Mine. Press Hold #7, and we get Smoke Shell fired from Space, while release, get smoke mine. 

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Hello! idk if you have experienced but i have in drugg battles.

Someone has flipped.. Well im not going to waste time on him while killing him while carrying flag right?

Well... I move foward just a little bit and BOOM! i die cuz he planted mine and there was no way to see it.

So as mafioso ALWAYS says mine is a supply so it should be the same as other supplies...

So why cant developers give mine its own drugg icon when its activated so next time i see tank flipped i know if i can leave it here and be sure he doesnt kill me with mine planted right in front of me...

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Topic merged

 

Mines are supplies, but they are different, just like golds. So they don't have to be exactly the same as the others, as you can see from the fact that they don't have their own supply box, unlike the rest of them. More importantly, placing a mine needs to be an inconspicuous action, otherwise enemies will notice when a player they are in pursuit of places a mine and they will not fall for it. You already get a sound notification and the flashing animation of the mine on the ground.

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Topic merged

 

Mines are supplies, but they are different, just like golds. So they don't have to be exactly the same as the others, as you can see from the fact that they don't have their own supply box, unlike the rest of them. More importantly, placing a mine needs to be an inconspicuous action, otherwise enemies will notice when a player they are in pursuit of places a mine and they will not fall for it. You already get a sound notification and the flashing animation of the mine on the ground.

Most time that right!! maybe it was the lack of them paying attn or maybe they were too close to notice. 

I've been in situations, with the enemy flag, and i've had a close attk tank behind me, barely enough to reach me with Flame, and I dropped mine, and they were ded. Others, I've dropped mine when someone like a Thunder or Hammer behind me, they stopped short of mine and kept firing, i was ded. 

One time though, even though they noticed my drop, they were forced to go a detour trying to catch me, and the mine still saved me cause the corridor I was traveling was too tight for them to go around the mine... so they backed out and tried to meet me on a detour! I see the same name and tank pop up ahead of me around a corner. 

 

So it all depends in the situation!! But I'll tell ya one thing... in the heat of the moment, when being pursued, having a flag, can't turn turret fast enough... you have only fraction of a second to react without thinking, and in that moment you don't consider if the Mine will work or not!! 

Edited by DmanBattleMaster

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NEW tank Idea!! 

Kamikaze Tank! Crazy Tank! Suicide Tank!! Call it what ever! It's a turret! Turret does absolutely Nothing in a range... but upon the "Fire" key, a 3 sec delay and a BIG BOOM!! Goes off! Range of blast is MUCH farther than that of a Mine blast, or Thunder Splash Damage, or even that of the Hammer splash. The BOOM does Total damage to ALL in area of say... (guessing, lets say) 1000 damage (obviously increasing with new levels). It divides the blast among all targets in range... 1? 3? 5? How ever many Target, the Damage is divided by and all get close to equal the damge, likely destroying many target simultaneously! Range is verticle as it is Horizontal! So the Kamikaze on the Brest Map, having 3 Shafts on top deck, if the Kamikaze goes off on the Ground level, everyone within range of ground Zero including those above, are hit with blast! Maybe a large black cloud of smoke is seen from distance as well.

Maybe to compensate for the drive and taking shots without having any attack of it's own, the Turret provides a +50% boost to the Hull Defense to give it more surviveability! Seen the movie Lord of the Rings, The Two Towers? Remember the near end of movie battle scene, Defending Helm's Deep, the castle amidst a giant Mountain which is supposed to be Unbreachable... Remember as the battle taking place, despite the hordes of Uruk-Hai orcs, the Helm's Deep defenses of peasants, and Arragorn Archers held up pretty well... until an Orc with a massive pack on his back was seen with a lit fuse charging the sewage under the wall, and Arragorn (i think it was) seen it, ordering all archers to strike him down... but was too late as the BOOM took out a major peice of the fortified walls... if you recall that awesome scene... you can picture what I am... A kamikaze tank charging the enemy lines... a Shaft sees him, and one sniper after another tries to stop him before the Kamikaze tank goes BOOM taking out half the front lines!! This would be awesome!! Even to the fact... as the Enemy Shafts, Rails, and other range weapons distracted trying to stop the Kamikaze, his own Shafts and Rails on his side could be busy hitting the Enemy Shafts and other targets distracted by this Kamikaze! So even if the Kamikaze is destroyed without a Boom, or the Boom is early... to distract the Enemy defenses above could prove a worthy cause if contributes to the team's win... Than again... They could also have their own Kamikaze's!!

 

Oh... THE MAYHAM!!

 

The tank with the Kamikaze Turret also dies with the blast, to help control it from being OP... even if it made to survive and has a LONG delay before it can go off again, still be OP! So... offset this, the tank with the Kamikaze turret Dies with blast automatically, no matter his health at detonation, no matter how much defense it has, it goes too!! However... maybe (dev's consider this), If atleast One target destroyed... the Kamikaze Tank does NOT get dinged a Self Destruct point against, as in others do when they kill selves. If the blast goes off, and no one dies, than he Self Destructed himself losing a kill point! The Kamikaze tank gets a kill point for every target he destroys with blast. 

 

If the tank is destroyed by enemy fire, no Blast goes off! However... A skilled Kamikaze driver would know if he close enough even being far from enemy, and knows his health is low enough, he might decide to take chance if knowing he not going to make it, and set off his blast early... hoping to Hit someone!! As I mentioned earlier... there is a 3 sec delay when Driver hits the FIRE to go BOOM... so maybe, if the Tank is destroyed After the trigger hit, before the BOOM blast, maybe the destruction from enemy fire still creates the BOOM! Again, only IF the 3 sec delay already hit before killed. 

 

Also... To offset the OP power of BOOM, spawn, drive and BOOM!! The Turret also has a long delay from first spawn...even though the inital spawn delay expires, can not go BOOM for, say, 30 seconds after it's spawned!! So... explaining... Game first starts, you with Kamikaze turret, and rest of team without, all spawn same time on your side of map. You become solid, regular tank after 3 seconds like everyone else... but you can not use the BOOM for 30 seconds. It may take 30 seconds to drive to target, so maybe you take off to enemy anyway, but if your met in the middle by many tanks, and it's not 30 sec yet, you can't go BOOM on those in middle... this makes those with the Turret consider waiting behind safe lines til they can boom, than drive out... or risk driving out early unable to boom in the middle! After you reach a target, or after you'r killed, once your dead from either, and respawn, and come to be solid after spawn, you can not go BOOM for 30 seconds again. Through game, everytime you wait to respawn, no matter the reason why, you have to wait to use the BOOM!! So even as you respawn in your own base, and you see 5 Tanks on approach and breaching your front lines... you must wait to go BOOM until it's ready! 

 

Last point to make... or consider... Friendly Fire?? Does the Kamikaze Turret BOOM cause Damage to Friendly Tanks as well as the Enemy?? This is something the Dev's need consider when making! Yes? To offset the OP against the enemy, can also damage your friends... or No, cause no other tank has Friendly fire effect? 

 

Consider if NO Friendly fire damage... than few Kamikaze's could rush into base... First one Clears the area with his blast, 2nd grabs flag, and the 2nd and 3rd run out of base with flag... if pursuers catch up, and close on the Flagg carrier... the one escorting can go Boom to break off the persuers... and if more get close, the one with flag will go Boom, leaving flag their on ground, only to clear any persuers from behind and saving flag, so own team can grab it?? Could be one Scenario Dev's must consider if NO FRIENDLY Fire!! 

 

Consider, If YES friendly fire from the BOOM... than everyone on team must keep distance from their own ally as the Boom could have big reach of blast... maybe something meet in middle... More damage applies to enemy targets, and they hit first, with Ally tanks considered to hit by blast after wards, and only get half the damage hitting them... or something? Idk! 

 

Other things to consider... with the blast of the BOOM being sooo powerful... Should Drugs have effect? Double Attack? Multiply that Blast Power by X2? Idk... OP!! Doubleing the Defense, especially if turret also adds the +50% defense? Maybe to offset the OP of the Turret blast and Defense... any Drug bonus applies to tank only 50% of the duration as other tanks?? Idk! 

 

Too many uncertainty about the idea... I STILL think it's a great Idea!! Would surely like to see this developed! I don't know if I put this in the right thread though! Those uncertainties can be considered by the Dev's!!

Edited by DmanBattleMaster

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Most of the ideas are:

Invisibility which is deemed pointless as it just makes the game boring

Bombs of sorts, ok but some are impractical. The detonator idea is good.

Plane bomb or a big damage dealing bomb which is a mini nuke, kinda pointless as the enemy will respawn if you are attacking, good, I guess in a defensive point of view.

Experience box, great idea, but it'll probably be rejected because it makes the game too easy (from a devs point of view, I can imagine)

Smoke screen grenade/bomb-y thing, quite cool as the enemies can't see

 

Most of the ideas on this topic have been repeated on multiple times or they are crazy xD e.g Kamikaze Tank which will blow up the map or something and the Gravity bomb where the tanks will "float" or whatever, cool, but impractical.

 

Feel free to comment or whatever, upvote etc, but don't rek me too much :D

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EMP temporally disables all electronic devices of the enemy tank. This supply would work like a mine but it's non-lethal. The enemy tank would be disabled for 10 seconds allowing you or your teammate to finish it off as it wouldn't be able to move or shoot as it would lose connection with Headquarters. 

(BTW the tanks in Tanki Online are unmanned drones, Tanki X said it in one of it's trailer for a new map)

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EMP temporally disables all electronic devices of the enemy tank. This supply would work like a mine but it's non-lethal. The enemy tank would be disabled for 10 seconds allowing you or your teammate to finish it off as it wouldn't be able to move or shoot as it would lose connection with Headquarters. 

(BTW the tanks in Tanki Online are unmanned drones, Tanki X said it in one of it's trailer for a new map)

I like it! Actually! I did Like it... with "Like This!"

 

Except maybe not as a Mine, but more as a OP limited use Turret weapon like I suggested for the Kamikaze turret above! 

 

In same idea as I mentioned... call it the Blackout Turret! When It goes off?? LIGHTS OUT!! 

 

Most of my Kamikaze Turret idea could apply to Blackout Turret... or an alternate name... Midnight Turret! It has two functions... Can directly Aim at One Target, shutting it down for a longer period, with instant Blackout Pulse with Spacebar press/release! The pulse goes straight, and can be dodged! Hits one Target, shuts it down, unable to move for slightly longer period, say 15 seconds. IF... the Target is Destroyed while in it's Blackout, You get kill Point, while whoever killed gets assistance point. Needs 30 seconds to be able to recharge! 

 

Alternate Firing, Blackout Blast... Press/Hold Space for? 10 Seconds? The Turret emits a large radius blast that temporarely shuts down Every target amidst it's area... for 10 seconds? debatable I suppose. This radius could be, say Short or Medium range... Maybe... if within short range, All shut down for 10 seconds, if within Medium Range, all shutdown for 5 seconds. TO offset this OP blast... ANY friendly targets caught within SHORT blast radius are affected, but only for 5 seconds, they shut down. No effect on friendly within the Medium radius. Needs 60 seconds to be able to recharge! Own tank also affected, as friendly fire, so when you set it off, your still for 5 seconds as all your friendlies are also. If you have flag? You drop near you, behind, or ahead, whatever.  

 

TO offset the OP, tank must be still before charging the blast... So if your Moving, and you go to press and fire the Pulse? Your tank STOPS... and you release it for the pulse, than you can move again. IF you hold, you must hold it, being still, for 10 seconds! Technically, you'll be shut down, as I mentioned, so you'll be there another 5 seconds before you can move! 

 

As in the Pulse, any enemy target shut down by the Blast, when it is destroyed, gives you the Kill, and the others who killed it the assistance in killing... basically as if they fired shots that damaged target, and you had KILL shot with a damaging gun... you get the kill, they get the assist. Same idea. 

 

If someone is able to Kill a target that you Shut down? You get the kill, and they get the assist. (Repeating? No, Clarifying!)

 

Risky decision to use Blackout Blast... if you start to Charge the blast, you negate the Pulse... So if you hold SPACE, beyond the first second needed for the Pulse, after 2 seconds, uptil the 10th... the Blast is Charging... maybe even give cool effects shown with a Electro Magnetic Charge building up on the Turret... Once it hits 10sec, it auto fires... not waiting for your release... 10 Seconds, Auto Blast, everyone shuts down! But if for whatever reason you let go of the Blast charge early? After the first second for the Pulse, the charge is lost, but nothing fires! Maybe you have to move to relocate? or you change your mind? Once you lose the charge, you have to start it over... or just fire the pulse. 

 

Anyone surviving the Blackout Blast, coming back to life, all cool downs restarted. So If your a shaft and had no aware the blast was charging, as you were in your scope, and zoomed all the way in? You lost that close zoom, but it's already cooled off! If you just fired the Hammer, having to wait for it's cooldown before you fire again, and hit by the blast, if you survive after, you can use the hammer right away. 

 

Anything else I didn't mention, but related to the same idea for the Kamikaze Turret? Probably the same for the Blackout Turret! 

Edited by DmanBattleMaster

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dBoDp5H.png

Have a brilliant idea for a new supplies or want to change existing ones? Post here!

Though the developers aren't currently accepting new supply ideas, as they have plenty of their own, feel free to share yours! The more details you have, the better. Images? Sketches? Comparisons? Share it all!

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So about the gold box supplies... A player should be able to press Shift+6, allowing a fake gold box to drop. The fake gold box will kill the tank that catches it, giving the dropper points.

Topic merged

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I would suggest to drop small crystal boxes again. Why not actually? It should reward players for their participation. And everyone who plays this game for some years misses them. It is already hard enough to get crystals so i think this would be great if these would get added again.

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How bout a lock on supply it makes any weapon able to have a lock on shot or increases the angle of the weapon just a thought...

That would defeat the purpose of having the Striker with it's Lock on Feature, as a standout feature or benefit compared to other Turrets! 

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We need toggles on each supply in the garage on the supplies tab.

 

That is, each supply has its box that shows how many have and what it costs to buy new ones. We need a toggle in the box labeled "active." If the toggle is checked, then the supply can be activated. If the toggle is unchecked, tapping that key during battle would be the same as having run out of that supply. That way I could turn off my any or all of the supplies, especially gold boxes, and not worry about using them by accident or on impulse.

 

It is a good, versatile addition to the game that grants greater choice to individual players and affects nothing else related to the game.

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New Supply Idea. 

 

Sandbags? or Hedgehogs (Czech Hedgehog, or Anti-Tank Obstacle)? You carry as another supply box. Though it realistically could not fit inside a Supply box... this is an ALL sci fi game... so that shouldn't matter. 

 

Maybe Both can be available, but if not, choosing one or the other would suffice, to make available an instant Barrier of some sort that you leave behind as your tank rolls. These can be used as barriers anywhere you can think of. Limits can be included for either. 

 

Sandbags. Pile of large 50 lb looking bags full of sand fall behind your tank. Physical barrier that stops all projectile objects (bullets), and resists all explosive projectiles Hammer, Thunder, Striker shots. Health of Sandbags is 100 points, as if you shoot pile of sand enough, putting enough holes in the bags, the sand slowly drains out, reducing the pile in size. Taking big hits from explosive shots, those mentioned, the pile only takes a few before it's gone. Sandbags do not Ultimately STOP any tank, as tanks CAN go over the pile of sandbags! However, to Drive over the Sandbags, elevates your tank, making it so many feet higher, and slows it down drastically, however, every second spent on top of the Sandbag piles, deteriorates it's health by 5 damage per sec, as if it's being shot at... An unlimited amount of Sandbags can be used through the map, per battle. 

 

Hedgehogs. These are the 3-4 Iron Beams that were used as Anti-Tank Obstacles, or Anti-LC (Landing Craft) barriers, which forced LCI to unload Infantry early on beach, giving the Defenses on the hill more time to chop up the infantry coming off the boats. They were also effective at slowing down the Tanks though, making it difficult for them to maneuver the beach (referring to the D Day Landing of the Beach of Normandy, WW II), which utilized these Hedgehogs very effectively! 

 

For TankiO. When you drop a Hedgehog, a similarly looking 3 Beam Barrier falls behind your Tank, standing a little higher than the Sandbags, even views a little wider. The health of these Barriers is actually unlimited, unable to be destroyed. Any contact with a tank, does physical damage, if hit from the side. If a tank "Happens" to fall on top of the Barrier, it's instantly destroyed, and the tank "Self Destructed" as far as the kill. To limit these? Depending on SIZE of map, their is a MAX number of Hedgehogs that can be used per map, per game. However, they can continue to be used, but the one that sat the longest disappears! So say a Large map, no more than 10 Hedgehog's can be used. So when the 11th one is dropped, where ever that 1st one is located, it disappears, or falls apart, than disappears. Until than, these are a Sudden and never ending Nuisance for all tanks on the map. The limit per map provided is effective for ALL Hedgehogs on map. Doesn't matter if red drops all 10 or blue, or split in middle, every next Hedgehog dropped removes the oldest one on map. 

 

One other thing... the barrier allows any shots to pass through as it's wide open for a breeze, except where the bullet may hit a beam! If the bullet can pass through between the beams, without hitting a beam, than the target can be shot at through the barrier. Any ammunition hitting the Barrier directly, reflects the shot in another direction, possibly hitting ANYONE. 

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I have an idea of a new supply called SmokeScreen

You all are familiar with it's ability so let's just move to Cons and Advantages and some mechanics on how it will work.

Advantages:
 

  1. Enemy can't see where you are.
  2. You can make smokescreen stop like if you have found a hiding spot you can just stop smokescreen and hide and when the smokescreen vanishes... BAM! where are you? nobody knows...
  3. Even shaft cannot see through it.

Cons:

  1. Even you cannot penetrate and see out of the fog.
  2. It will have a 2 min reloading time.
  3. It vanishes when the one who activated it dies.

How will it work?:

It will be like you just can pick it or activate it by pressing 7 and pressing 7 again will stop the smokescreen, But it's more like a.. FOG SCREEN there will be huge clouds of fog coming out of your tank. You can just circle tank around for 15 sec and stop and escape the fog cloud while no one can even see you. As for the disadvantage of you can't even see where you are press Q take an upper camera angle and kaboom... Well there have to be physics the fog needs to move too and not to vanish but to be blown away by wind.



 

Edited by k_nite.runner

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