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Air strike. what if you press 6 and an air plane flys over hard and drops 1-5 randomly placed bombs on the map?

 

 

on big maps like madness its more likely to drop 5 or 4 bombs but on maps like Hill its less likely to drop 5 or 4

Since Magnum is in the game, I believe no one wants another incoming dead from above. :P

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i think the supply removal box is awsome suggestion...

 

i would like invisibility from shaft and rail fire :P

 

also a decoy supply.. would help when pinned in from shaft

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What do you think about

  • a mine, that
  • deactivates all supplies of the enemy tank that drives over it + his team in a 7m radius?

Would this be useful in drug battles (I'm not a drugger, so I can't tell for sure).

  • Like 2

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What do you think about

  • a mine, that
  • deactivates all supplies of the enemy tank that drives over it + his team in a 7m radius?

Would this be useful in drug battles (I'm not a drugger, so I can't tell for sure).

Well, your idea is really useful and I love it. I would suggest that it should deactivate all supplies only of the enemy tank that drives over it. Since this supply would be really helpful, it should be more expensive than normal mine and its cooldown should be pretty long.

Edited by MrAssasin

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What do you think about

  • a mine, that
  • deactivates all supplies of the enemy tank that drives over it + his team in a 7m radius?

Would this be useful in drug battles (I'm not a drugger, so I can't tell for sure).

Sounds really cool :))

It would need a time frame tho. Like no activation of drugs within 2 minutes or so. It could also stop the progress of the star from continuing  ;)

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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 nlew supply ideas :)

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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 :)

 

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Air strike. what if you press 6 and an air plane flys over hard and drops 1-5 randomly placed bombs on the map?

 

 

on big maps like madness its more likely to drop 5 or 4 bombs but on maps like Hill its less likely to drop 5 or 4

"6" is for the gold box

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Instead of OPness, supplies would involve strategy if only DA or DD could be active at one time. If you drive to a DD supply box, you would just drive through it without activating or collecting it if you already had a DA supply activated. This would force tankers to choose between damage output and durability/health, and it would require strategy to figure out what to use in every situation. When running for a flag, you would want DD. When attacking a swarm of enemies, or when you find the perfect sniping spot, you would activate DA. I think that this would add strategy to the game.

Anyone else agree?

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Instead of OPness, supplies would involve strategy if only DA or DD could be active at one time. If you drive to a DD supply box, you would just drive through it without activating or collecting it if you already had a DA supply activated. This would force tankers to choose between damage output and durability/health, and it would require strategy to figure out what to use in every situation. When running for a flag, you would want DD. When attacking a swarm of enemies, or when you find the perfect sniping spot, you would activate DA. I think that this would add strategy to the game.

Anyone else agree?

R.I.P. Zero Supply Mode

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Get rid of them completely.  In my opinion, they greatly reduce the enjoyment of the game.  

 

I know I can create a map in pro mode without supplies, but then achievements on that map don't count towards missions and less people have access to the map.  At least make some of the auto-generated non-pro maps be supply-free for those who want to play without them.

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I like Zero Supply Mode. It encourages people to capture flags and do other things. One thing that is to OP is that it buffs all of your teammates around you when activated. I was playing Novel CTF today and we had a huge offensive group attacking the red side and we were being killed left and right Becuase of 1 Magnum and 3 firebirds but when one of them pressed "shift", everyone freaking destroyed the opposing side. LOL we took over the little trench somehow when they have a Magnum! We were all fighting to get the flag when it respawns, that's how easy it was to camp at their base :) . Few matches later in the same map, a gold box dropped and so everybody was going towards the drop zone and one Titan/Railgun was attempting to kill everyone. When the gold box was droping, someone from the opposing team pressed "shift" and his/her entire team was buffed and destroyed my entire team. Really OP.

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I have good idea.

It is called Spotter (s).

It lets you see the tanks who has been hide behind the wall and he can see it.

E.X: Player 1 uses (S) and player 2 is trying to shoot him and comes out behind the wall.

Player 1 aims it and player 2 miss the shot.

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I have good idea.

It is called Spotter (s).

It lets you see the tanks who has been hide behind the wall and he can see it.

E.X: Player 1 uses (S) and player 2 is trying to shoot him and comes out behind the wall.

Player 1 aims it and player 2 miss the shot.

Basically, it would be a legal wall hack. xD

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I have an idea.

You know how the repair rate of the repair box is very fast, right?

What if you can repair at a slower rate, and a slower time?

I know that sounds weird, but if you can hold 1 for longer, the longer the time of the repair does at a slower rate. (This could be useful for attack on vulcan and short range turrets)

Tell me what you think!

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I have an idea.

You know how the repair rate of the repair box is very fast, right?

What if you can repair at a slower rate, and a slower time?

I know that sounds weird, but if you can hold 1 for longer, the longer the time of the repair does at a slower rate. (This could be useful for attack on vulcan and short range turrets)

Tell me what you think!

I don't like two repair kits... It will be confusing. 

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1. Invisible supply

2. Fly supply

3. One where you are invincible

4. One which makes your gun overpowered - x10 the damage

5. One that makes you incredibly fast so you can outrun enemy tanks with the flag

6. One that makes you a ghost so you can pass through walls instead of running into them all the time

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1. Invisible supply

2. Fly supply

3. One where you are invincible

4. One which makes your gun overpowered - x10 the damage

5. One that makes you incredibly fast so you can outrun enemy tanks with the flag

6. One that makes you a ghost so you can pass through walls instead of running into them all the time

1. OP

2. Hacking

3. Godmode_ON

4. OP

5. OP

6. Would cause such lag that one could not play Tanki

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Pressing the 7 button will cause all tanks within a five meter radius instantly die (Kind of like monster kills with Aprils Fools Gold Box) The only problem is that this supply would be used to much when gold boxes are dropping.

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Pressing the 7 button will cause all tanks within a five meter radius instantly die (Kind of like monster kills with Aprils Fools Gold Box) The only problem is that this supply would be used to much when gold boxes are dropping.

The only problem is that THIS IS WAY TO OP!!

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What do you think about

  • a mine, that
  • deactivates all supplies of the enemy tank that drives over it + his team in a 7m radius?

Would this be useful in drug battles (I'm not a drugger, so I can't tell for sure).

Drug which disables drugs.  :P

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