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More EXP gain for killing tanks with supplies active


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Killing an m0 wasp grants you the same points as killing an m3 mammoth so i think those are the chances that i believe should be made


If you kill a tank with 0 supplies (drugs) = 10 - 15


if you kill a tank with 1 supply = 20


if you kill a tank with 2 supplies = 25


if you kill a tank with 3 supplies = 40 points.


The returning of the flag grants you the points by taking into account how far the flag is located in space than its post, but what if an enemy hold this flag for an hour and then comes to your base and you kill him there, you will only get 1 point, please also take into account how far the flag has traveled in time. Every more minute the player has the flag, 10 more points are added with a maximum of 200 to avoid power-leveling


Feel free to suggest anything extra :D

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well. Im neutral.

Player has DA, DD and Nitross. Nitross does not give you such a buff.

 

What happens when player has RK,DA,DD,N2O?

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What if you were drugging all three supplies also? I don't think you should get that many points. If you don't have any supplies and you kill someone with all, then yes. Just saying it would make more sense

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because this is related to experience in kill, here is my suggestion.

for killing any hull you now get 10 xp (or shared 15). this value should be bound to default hull, hunter.

for hornet you should get 7 xp (shared 10)

for wasp 5 xp (shared 8)

for viking 13 xp (shared 18)

for dictator 16 xp (shared 24)

for titan 18 (shared 27)

and for mamooth 20 (shared 30)

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It is common to be in a battle where the other team's members use supplies continuously, resulting in a very unbalanced battle and no fun for the losing team. Win in this way is unfair and ruin the game philosophy. I think supplies should be used less, but I also know that they're a source of money for Tanki so here's the idea:

 

- if you use double damage you are more powerful and can kill more enemies, this is why you'll earn less battle points. For example, a normal kill give you 10 BP but if you active the double damage you will take only 5 BP.

- if you use double armor you are stronger, so if an enemy kills you he will gain 50% more of battle points.

- because speed boost gives a minor advantage, destroy a tanker with it gives you only 20% more of battle points.

 

sounds fair isn't it? :D

This system only works with supplies that are activated by keybord, not those who are picked up in the battles.

In summary:

- double damage = every enemy that you kill gives you only 50% of normal battle points.

- double armor & speed boost = every time a player kills you he receives 50% and 20% more battle points instead of normal.

 

Results

good players will continue to use supplies only in certain situations, and the points lost are quickly recovered using their skills.

bad players, who abuse of supplies and activate them one after the other, will not be in the top of the battle list and will not gain lots of crystals.

This method could increase the balance of many battles and maybe convince some players to increase their skills instead of "cheating".

 

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Good idea in the concept but obviously the numbers will have to be changed, right now they are much too OP and give XP too fast.

 

Something like this is needed for DMs. We need more incentive to go for the drugged players rather than the easy kills. Druggers already have a big enough advantage without psychological fear barriers.

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because this is related to experience in kill, here is my suggestion.

for killing any hull you now get 10 xp (or shared 15). this value should be bound to default hull, hunter.

for hornet you should get 7 xp (shared 10)

for wasp 5 xp (shared 8)

for viking 13 xp (shared 18)

for dictator 16 xp (shared 24)

for titan 18 (shared 27)

and for mamooth 20 (shared 30)

I never understood why in XP/BP you get more points if you hit once an enemy at full health , rather than kill him xD and why aren't the points shared if a certaint amount of time pass..? :p

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Under review

[expr] [sply]

I had a similar idea to penalize players using drugs you said it wouldn't happen because drugs were apart of the game, how did this slide through as valid?

 

That would still penalize players for using drugs, giving the opponent more xp for killing them while using drugs... 

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I had a similar idea to penalize players using drugs you said it wouldn't happen because drugs were apart of the game, how did this slide through as valid?

 

That would still penalize players for using drugs, giving the opponent more xp for killing them while using drugs... 

This is about adding a bonus, while your idea was about penalty. Those are two different things. Devs will not penalise players for using something that's part of the game, but they might reward players more for defeating a stronger opponent. Note that this idea does not consider whether or not you were using your own supplies at the time.

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This is about adding a bonus, while your idea was about penalty. Those are two different things. Devs will not penalise players for using something that's part of the game, but they might reward players more for defeating a stronger opponent. Note that this idea does not consider whether or not you were using your own supplies at the time.

Yes. In the high-rank drugwars they'll all be earning xp much faster than normal.  Does the score increase proportionally raise the battle fund?

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Yes. In the high-rank drugwars they'll all be earning xp much faster than normal.  Does the score increase proportionally raise the battle fund?

Possibly. At the moment this isn't even planned, so nothing is increasing anything :D

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I like this idea.

 

Killing an M0+1 hull should give you less points than killing an M1+10. If tanks were cars it would be like destroying a $15k car or a $30k car. You cause more economic damage by killing the $30k car. (I'm not advocating real violence, by the way)

 

With the new MU system it will simpler than before when it comes to implementation.

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It is common to be in a battle where the other team's members use supplies continuously, resulting in a very unbalanced battle and no fun for the losing team. Win in this way is unfair and ruin the game philosophy. I think supplies should be used less, but I also know that they're a source of money for Tanki so here's the idea:

 

- if you use double damage you are more powerful and can kill more enemies, this is why you'll earn less battle points. For example, a normal kill give you 10 BP but if you active the double damage you will take only 5 BP.

- if you use double armor you are stronger, so if an enemy kills you he will gain 50% more of battle points.

- because speed boost gives a minor advantage, destroy a tanker with it gives you only 20% more of battle points.

 

sounds fair isn't it? :D

This system only works with supplies that are activated by keybord, not those who are picked up in the battles.

In summary:

- double damage = every enemy that you kill gives you only 50% of normal battle points.

- double armor & speed boost = every time a player kills you he receives 50% and 20% more battle points instead of normal.

 

Results

good players will continue to use supplies only in certain situations, and the points lost are quickly recovered using their skills.

bad players, who abuse of supplies and activate them one after the other, will not be in the top of the battle list and will not gain lots of crystals.

This method could increase the balance of many battles and maybe convince some players to increase their skills instead of "cheating".

I prefer this idea more...

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