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How to solve the paints and protections issue and make everyone life easier.


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Hello! i'm presenting an idea i thought off to improve the game.

 

The devs stated that the fact of paints protection is linked to a paint color and texture is an issue, cause there are many great paints out here but only a few are used on the battlefield.

 

What i'm presenting to you is a revolutioned paint system that will work with a little tweak to the battle TAB screen.

 

1) all paints and protections are split in 2 separate items: Protective coatings and Paints.

 

Protective coatings are as the name say, a group of protections from certain turrets. they can be microupgraded like the current paints and are basically paints whitout the texture.

those will sell for 80-100% of the current paint price.

 

Paints are vanity items: the paints we all know, but without the protections. those will be applied as a "finish coat" above the protective paints and give your tank an awesome look. The revolutionary paints can be bought from the garage at a certain price (surely lower than the protection sets), Unlocked via random daily missions, Archievements, Tournaments and Premium membership.

 

Now... how do we know wich protection an user is using in battle? i might be fighting a mammoth with 50% railgun protection without knowing it!

simple... we recycle code from esports.tankionline.com and add some little things!

 

the battle TAB screen will be updated to this:

 

IdnqKr6.png

 

Here we can see the usual battle screen + the combo the player is using (recycled from eSports server) + a simple ui showing us the protection coat of the players, using the garage shields and simple numbers.

 

No new art has to be made and the code to implement this is not hard to engine.

 

Tell your opinions regarding my idea and do not refrain from criticizing and discussing it!

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I see where your going, but it would make gameplay very different.

 

I play with firebird, and generally avoid players with loam and storm because they have decent protections against me. However, with the update, i could see a player with tundra on and attack it, just to find out they had the protections of loam. Pressing tab and looking through everybody would not work very well in large battles with 8+ players per team.

 

Surely there is something that can make this idea better, i just cant think of anything atm.

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I think this is a really bad idea because it just makes the TAB screen more cluttered and ugly. I want to quickly press tab to see stats, lot facts about other players. Besides it is a advantage to know a lot about the ggarage items so you can counter them.

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I see where your going, but it would make gameplay very different.

 

I play with firebird, and generally avoid players with loam and storm because they have decent protections against me. However, with the update, i could see a player with tundra on and attack it, just to find out they had the protections of loam. Pressing tab and looking through everybody would not work very well in large battles with 8+ players per team.

 

Surely there is something that can make this idea better, i just cant think of anything atm.

yea, it would take you some minutes to fully understand the battle situation, and that is a little flaw of my system. Any idea like... idk... graphical effects regarding the protections the paint give?

 

 

I think this is a really bad idea because it just makes the TAB screen more cluttered and ugly. I want to quickly press tab to see stats, lot facts about other players. Besides it is a advantage to know a lot about the ggarage items so you can counter them.

not really, it adds lots of useful infos you would have served on a silver plate, instead of you having to figure it by examining the paints the enemy tanks got.

 

 

thank for the discussion!

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The protections column would be quite difficult to code. Showing the simple sum of all the protections in a paint is not enough - it needs to show how much protection the tank has from the players actually present in battle. So the server would have to first check the protection in the paint, then check the list of guns that the enemies are using and calculate how much protection there actually is.

 

E.g.

6 vs. 6 battle with nu MUs, enemy team has 3 Railguns, 2 Firebirds and a Thunder. A player enters the other team and he has Clay. Clay has 30% Rail protection, 20% Thunder and 50% Rico. Therefore the paint provides (30*3+20) 110% protection from the guns in battle.

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The protections column would be quite difficult to code. Showing the simple sum of all the protections in a paint is not enough - it needs to show how much protection the tank has from the players actually present in battle. So the server would have to first check the protection in the paint, then check the list of guns that the enemies are using and calculate how much protection there actually is.

 

E.g.

6 vs. 6 battle with nu MUs, enemy team has 3 Railguns, 2 Firebirds and a Thunder. A player enters the other team and he has Clay. Clay has 30% Rail protection, 20% Thunder and 50% Rico. Therefore the paint provides (30*3+20) 110% protection from the guns in battle.

look at the image i provided in the first post, the last column clearly explains it.

 

the battle has already each player protections loaded in cause they are actively used in continuosly calculating the damage reduction. what we need to do here is just show the values in the screen followed by the shield for each gun.

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yea, it would take you some minutes to fully understand the battle situation, and that is a little flaw of my system. Any idea like... idk... graphical effects regarding the protections the paint give?

 

A graphical effect would be very good, but im not sure how well it could be implemented in flash tanki, however, I can see it being used in Unity, after seeing the footage of supply graphics

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look at the image i provided in the first post, the last column clearly explains it.

 

the battle has already each player protections loaded in cause they are actively used in continuosly calculating the damage reduction. what we need to do here is just show the values in the screen followed by the shield for each gun.

That's a bit too much info. It will clutter the TAB screen and make it complicated for newbies to read and get used to. I think listingthe total amount of protection on each tank is enough.

 

The problem with listing every protection of every enemy is that people are simply not going to use it. I enter battles to play and not to sit there with a calculator and TAB open, trying to work out which gun is the best to use and will have least protections in the enemy team. The current system of showing protection visually is quite a good way to do it, because if you can learn the protections in paints (or at least the most popular ones), you can tell enemies will be more difficult to fight as soon as you see them on your screen.

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That's a bit too much info. It will clutter the TAB screen and make it complicated for newbies to read and get used to. I think listingthe total amount of protection on each tank is enough.

 

The problem with listing every protection of every enemy is that people are simply not going to use it. I enter battles to play and not to sit there with a calculator and TAB open, trying to work out which gun is the best to use and will have least protections in the enemy team. The current system of showing protection visually is quite a good way to do it, because if you can learn the protections in paints (or at least the most popular ones), you can tell enemies will be more difficult to fight as soon as you see them on your screen.

i'm not sharing your opinion because...

-Listing a total % would be close to useless if you dont know the guns an enemy is protected from

-the protective coats will be the same as the current paints: if you have already memorized the most populars you can now remember the sets ignoring the paint.

-you dont have to calculate the % and get the best gun for the match. you just do it if you want to optimize your gameplay (and the situation is the same as the current mechanics)

 

i agree on the fact that the current system is good in terms of recognizable protections because you associate them to a paint, but on the long term this system is just better.

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The protections column would be quite difficult to code. Showing the simple sum of all the protections in a paint is not enough - it needs to show how much protection the tank has from the players actually present in battle. So the server would have to first check the protection in the paint, then check the list of guns that the enemies are using and calculate how much protection there actually is.

 

E.g.

6 vs. 6 battle with nu MUs, enemy team has 3 Railguns, 2 Firebirds and a Thunder. A player enters the other team and he has Clay. Clay has 30% Rail protection, 20% Thunder and 50% Rico. Therefore the paint provides (30*3+20) 110% protection from the guns in battle.

IMO, we should just stick to the paint-product-description-style tab. Showing the total sum of protection is pointless. We don't even know what the player is protected from! (unless the discreet data is also shown) Besides that, Tommybau suggested that we show thumbnails of other players' setups along with the PPC. That would make the player list a lot wider. From my point of view, showing the protection the players have from the present turrets of enemy players in the game could be better.

 

Let's use your 6v6 battle as an example. Since the player has protection from Railguns, Thunders and Ricos, the tab would show that the player has 30% protection against Railgun and 20% protection against Thunder, using the thumbnails that show up when you click on a paint. The protection from Rico wouldn't show up because there aren't any Ricochets in the opposition.

 

However, I agree that the UI would be tough to upgrade. There's a pressing deadline for finishing up Unity, and there are tankloads (wink wink ;)) of features crying "code me!" to game development. But hey, we are inwardly patient. We can wait.

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IMO, we should just stick to the paint-product-description-style tab. Showing the total sum of protection is pointless. We don't even know what the player is protected from! (unless the discreet data is also shown) Besides that, Tommybau suggested that we show thumbnails of other players' setups along with the PPC. That would make the player list a lot wider. From my point of view, showing the protection the players have from the present turrets of enemy players in the game could be better.

 

Let's use your 6v6 battle as an example. Since the player has protection from Railguns, Thunders and Ricos, the tab would show that the player has 30% protection against Railgun and 20% protection against Thunder, using the thumbnails that show up when you click on a paint. The protection from Rico wouldn't show up because there aren't any Ricochets in the opposition.

 

However, I agree that the UI would be tough to upgrade. There's a pressing deadline for finishing up Unity, and there are tankloads (wink wink ;)) of features crying "code me!" to game development. But hey, we are inwardly patient. We can wait.

actually a large amount of the ui (shields icons and tank thumbnails) are already in the game. One in the garage and the other on eSport.tankionline.com

 

This feature would work on unity if we cant code it for today tanki.

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Good idea, sometimes I come across a guy with a paint that I have no idea of the protections. So instead of checking the garage, we only gotta press Tab.

 

The protections column would be quite difficult to code. Showing the simple sum of all the protections in a paint is not enough - it needs to show how much protection the tank has from the players actually present in battle. So the server would have to first check the protection in the paint, then check the list of guns that the enemies are using and calculate how much protection there actually is.

 

E.g.

6 vs. 6 battle with nu MUs, enemy team has 3 Railguns, 2 Firebirds and a Thunder. A player enters the other team and he has Clay. Clay has 30% Rail protection, 20% Thunder and 50% Rico. Therefore the paint provides (30*3+20) 110% protection from the guns in battle.

Not necessarily, all he's suggesting is that it shows the protections of the paint that the player is using. (Example: A guy is using Forster, it would show 10% Railgun. Simple as that.)

 

I liked this idea.


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Aaand today we found out that my idea was considered by the developers. Nice work, i'm happy that i helped this game again with my feedback!

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Completed

 

What i'm presenting to you is a revolutioned paint system that will work with a little tweak to the battle TAB screen.

 

1) all paints and protections are split in 2 separate items: Protective coatings and Paints.

Modules are in the game. As for the protection display - you can see the protection the player has from the turret you are using next to their name, or use the R or V key to see more details about their module.

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