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Ideas for Supplies and Drones!


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Topic merged

 

I like the idea, as long as those boxes that you drop on the battlefield will not count to do daily missions.

Yes, makes sense.

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I think there should be a new drug known as the oil slick. It causes a tank to loose control and traction for 5 seconds if it runs it over. Like the mine, it won't be found in a supply box drop.

 

NOTE: The oil slick will not inflict damage to any one.

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Name-Deactivater

 

this suppily will deactivate all tank in a give radius for about 10-20 sec taking The source tank as the center by sending a electromagnetic wave.the wave's effect will decrease with the increase in radius which will result in slowing down the tank according to it's distance from the source tank

The cost of the supply should be at least 1000 crystals

Edited by megarocket12

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Name-Deactivater

this suppily will deactivate all tank in a give radius for about 10-20 sec taking The source tank as the center by sending a electromagnetic wave.the wave's effect will decrease with the increase in radius which will result in slowing down the tank according to it's distance from the source tank

The cost of the supply should be at least 1000 crystals

Kind of like an EMP?

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The flag has recently been updated, and makes sense now. A regular flag wouldn't glow and would get torn and wouldn't behave the way the TO flag does. So, they changed it so it would look high-tech and make logical sense with its characteristics.

I think that the supply boxes in TO would benefit from the same thing. If the boxes were a digital, high-tech container with graphics similar to the new flag, it would make more sense than the current glowing wooden crates which can't be damaged and which float away when bumped into. TX has solved this problem by creating (ceramic?) containers which shatter when activated. If TO had supply boxes which had similar texture to that of the flag, it would make more sense. It would also explain why the boxes parachute so slowly. Real boxes would need enormous parachutes to drift down at twice that speed. The boxes in TO need to be digitalized, with the possible exception of gold boxes.

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Name-Deactivater

 

this suppily will deactivate all tank in a give radius for about 10-20 sec taking The source tank as the center by sending a electromagnetic wave.the wave's effect will decrease with the increase in radius which will result in slowing down the tank according to it's distance from the source tank

The cost of the supply should be at least 1000 crystals

What if people keep using it in CTF when an enemy comes to take flag?

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Name-Deactivater

 

this suppily will deactivate all tank in a give radius for about 10-20 sec taking The source tank as the center by sending a electromagnetic wave.the wave's effect will decrease with the increase in radius which will result in slowing down the tank according to it's distance from the source tank

The cost of the supply should be at least 1000 crystals

Basically, you're saying that ''Deactivater'' would deactivate our supplies witch still cost crystals, our energy and free time to even get them? Hell no.

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Using our original example of 1000 vs 1500 points, let's say the armour drug adds 1000 to all tanks.

 

Now, after drugging, Player A has 2000 armour and Player B has 2500 armour. Still more, but only the same advantage as previously (but considerably more than Player C who already used his armour recently and now must wait)

-------------

 

The overall effect imo would be that lower ranks would be more inclined to fight longer harder and use drugs against higher ranks etc rather than simply giving up. 

 

For all players, the experience of advancing through the game would now mean that you become more and more able to compete with the ranks above you while retaining the advantage that drugs give you against someone that doesn't use them or who has timed their usage in the battle badly.

 

I would think that drugs use would at least remain profitable if not increase, while removing some of the unjust nature of the current system. 

I like the idea in principle, but I don't think it would work out well, not with Double Damage at least. Simply because fast firing turrets and close combat turrets would get a ridiculously high advantage compared to the others.

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I like the idea in principle, but I don't think it would work out well, not with Double Damage at least. Simply because fast firing turrets and close combat turrets would get a ridiculously high advantage compared to the others.

They currently get double. This proposes that they don't. 

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The flag has recently been updated, and makes sense now. A regular flag wouldn't glow and would get torn and wouldn't behave the way the TO flag does. So, they changed it so it would look high-tech and make logical sense with its characteristics.

I think that the supply boxes in TO would benefit from the same thing. If the boxes were a digital, high-tech container with graphics similar to the new flag, it would make more sense than the current glowing wooden crates which can't be damaged and which float away when bumped into. TX has solved this problem by creating (ceramic?) containers which shatter when activated. If TO had supply boxes which had similar texture to that of the flag, it would make more sense. It would also explain why the boxes parachute so slowly. Real boxes would need enormous parachutes to drift down at twice that speed. The boxes in TO need to be digitalized, with the possible exception of gold boxes.

I would love to see a redesign of all the drops (including gold box)

 

I was thinking... Tanki designed a new flag to look like a high tech fancy beautiful shiny awesome flag and with your idea, if they add it in then maybe they will add a whole new set of turrets and hull like a Tech version of every hull and turret (just an idea... I know this kinda belongs in the "Ideas for new turrets and hulls" topic but I wrote it here...) would be nice to have something between normal hulls and turrets and XT.

 

 

 

 

So tempting to say "Tek Teir" instead of "Tech" Becuase of a game called ARK Survival Evolved... ;)

 

 

 

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They currently get double. This proposes that they don't. 

Yes, but let's make some calculations. Let's assume that Double Damage adds 100 points to the turret's damage instead. Smoky M0 deals an average damage of 285 and has a reload time of 1.8 seconds. With DD, it would do 385 damage (on average) every 1.8 seconds. That's 214 DPS instead of the previous 158 DPS. So we've got an increase of 56 DPS.

 

Now let's look at Railgun. It's average damage is 600 every 5.5 seconds. With DD we go to 700 damage per shot. That is 127 DPS instead of 109 DPS, an increase of 18 DPS. Therefore, DD would be about three times more powerful for a Smoky than for a Railgun.

 

But let's see Twins. It's damage is 105 every 0.365 seconds. With DD, it would be 205 every 0.365. That means that its DPS would go from 287 to 561, almost doubled.

 

If the damage boost was a static value that remained the same for all turrets, Twins and Ricochet would be extremely overpowered while on it, whereas Railgun, Thunder and other such turrets wouldn't really benefit from it.

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Yes, but let's make some calculations. Let's assume that Double Damage adds 100 points to the turret's damage instead. Smoky M0 deals an average damage of 285 and has a reload time of 1.8 seconds. With DD, it would do 385 damage (on average) every 1.8 seconds. That's 214 DPS instead of the previous 158 DPS. So we've got an increase of 56 DPS.

 

Now let's look at Railgun. It's average damage is 600 every 5.5 seconds. With DD we go to 700 damage per shot. That is 127 DPS instead of 109 DPS, an increase of 18 DPS. Therefore, DD would be about three times more powerful for a Smoky than for a Railgun.

 

But let's see Twins. It's damage is 105 every 0.365 seconds. With DD, it would be 205 every 0.365. That means that its DPS would go from 287 to 561, almost doubled.

 

If the damage boost was a static value that remained the same for all turrets, Twins and Ricochet would be extremely overpowered while on it, whereas Railgun, Thunder and other such turrets wouldn't really benefit from it.

 

Not even going to try to figure out how you calculated that (im mr. Lazy ;) ). If Double Damge would only add 100 damage each shot, it would not be "Double" Damage. More like +100 Damage... :P Edited by KaBoomIGo

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Yes, but let's make some calculations. Let's assume that Double Damage adds 100 points to the turret's damage instead. Smoky M0 deals an average damage of 285 and has a reload time of 1.8 seconds. With DD, it would do 385 damage (on average) every 1.8 seconds. That's 214 DPS instead of the previous 158 DPS. So we've got an increase of 56 DPS.

 

Now let's look at Railgun. It's average damage is 600 every 5.5 seconds. With DD we go to 700 damage per shot. That is 127 DPS instead of 109 DPS, an increase of 18 DPS. Therefore, DD would be about three times more powerful for a Smoky than for a Railgun.

 

But let's see Twins. It's damage is 105 every 0.365 seconds. With DD, it would be 205 every 0.365. That means that its DPS would go from 287 to 561, almost doubled.

 

If the damage boost was a static value that remained the same for all turrets, Twins and Ricochet would be extremely overpowered while on it, whereas Railgun, Thunder and other such turrets wouldn't really benefit from it.

Obviously, it can be set to any amount the devs choose. I would think they'd set it a lot less for a twins than a thunder. Or, allow the server to calculate it as a function of time (firing speed).. I'm sure you could have thought of that for yourself. 

Edited by Shadowfire

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reading the oil slick and the EMP supply, I thought about an EMP mine :p

 

It's dropped like a mine

when an enemy run's over it it the EMP charge goes off

radius is 10m, and it deactivates all tanks in it's splash range for 3 seconds

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Obviously, it can be set to any amount the devs choose. I would think they'd set it a lot less for a twins than a thunder. Or, allow the server to calculate it as a function of time (firing speed).. I'm sure you could have thought of that for yourself.

I'm sorry, when I read this I really thought that you meant that supplies should add a constant value.

 

What happens now? Lets see...

 

Using our original example of 1000 vs 1500 points, let's say the armour drug adds 1000 to all tanks.

 

Now, after drugging, Player A has 2000 armour and Player B has 2500 armour. Still more, but only the same advantage as previously (but considerably more than Player C who already used his armour recently and now must wait)

So, if it should add a different value to each turret, how exactly should that be different than adding X% to its damage?

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I'm sorry, when I read this I really thought that you meant that supplies should add a constant value.

 

So, if it should add a different value to each turret, how exactly should that be different than adding X% to its damage?

Facepalm....  are you trolling me?

Edited by Shadowfire

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Facepalm....  are you trolling me?

No, I'm honestly trying to understand how your idea would apply to damage boost and how that would be qualitatively different from the current double damage.

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Black hole:

 

It's gravitational pull pulls every tank on the entire map except you to where you placed it. It's like a mine that pulls every tank into itself then blows up. Great for catching gold boxes!

 

 

 

JK

 

 

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Facepalm....  are you trolling me?

The issue I was highlighting is that multiplying a value helps people who are already at an advantage (say they are m3 vs m2) more than it helps the other person. 

 

Given the same weapon for ease of demonstrating it, it's clear that adding a value would keep the advantages of having better equipment, but wouldn't make it worse for the lower-ranking (or lower equipped, at least) player. 

 

This remains true for all weapons, but the maths becomes more complex to discuss in a forum. Nevertheless, the principle is soundly demonstrated. By adding rather than multiplying, a junior player is not disadvantaged by drugging (if they both drug)

 

In an ideal world, the server would do a some simple calculations: What is the average firepower/armour/whatever of all players in the battle (from which it calculates how much the drug should add) to be divided by any given turret's rate of fire. 

 

That^ imo is the fairest way, but it might be simpler, easier for players to understand and give more control to devs if it was simply a set amount for each turret.

 

ofc, we wouldn't need to have any variations with armour and speed, nor health or mines. 

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