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More EXP gain for killing tanks with supplies active


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Each tank should have a value and exp points and rewards should be based on that.

 

If you destroy a more valuable tank you get more exp and more rewards.

 

M0 will be less valuable and M4s the most valuable, and heavier tanks should be more valuable.

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When killing somebody with double armour, you should get double EXP. If killing somebody with double damage, you should get half EXP. If they have protection, you get their protection percent more EXP, for example, 15% protection = 15% more EXP.

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If you take this logic further, then a player that has DA equipped by himself, should also receive less xp, as he is likely to deal more damage before he is downed. And the use of a health kit must have an influence as well.. maybe it would reset all your active hits on enemies, that have not lead to a kill yet (but you will get a share once they are downed).

 

So while you have a point that it would make the game progress more fair, it would render supplied practically useless (as the points you score = the experience you gain => defines the share of the fund you get in the end. This proposal is likely to let the game bankrupt - as long as the game still depends on supply purchases from players.

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When killing somebody with double armour, you should get double EXP. If killing somebody with double damage, you should get half EXP. If they have protection, you get their protection percent more EXP, for example, 15% protection = 15% more EXP.

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Isnt it good as it is already? I mean go PRO-battle and turn supplies off and its done, i mean who needs these such changes...

But maybe it could be done this way round. In non pro battles limit usage of each supplie to 20 per battle, exluding goldboxes and repair kits ( 10 repair kits, overdrives stay as it already is ), simple as that. Also remove smart cooldowns and let tankers excatly decide when will they use those 20 of each supplie. You will need to time your usage of them perfectly and use them nicely but in the same time, they wont be removed or will grant more/less EXP per kill/being killed. It will also fix problem with drug wars. If you are asking me how will you spend supplies then? Go pro battle and drug as much as you want. 20 of each supplie means approximetly 10-12 mins with each drug on ( correct me if im wrong ) so players will still be able to use supplies but in some limit, making supplies worth of using, not like many tankers just spamming 1234 buttons all the battle.

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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".

 

Up this post because in this last weeks tanki has become full of druggers, it's impossible to play or have fun if you join normal battle, 90% of the times one team has 3-4 druggers inside and is winning 9-0

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Wait a sec. does that really happen?

That if a player holds a flag and then after few minutes comes to your base and gets killed you get less exp than if you killed him in his base?

I think it's actually how long a flog is held and the distance that accounts for the exp gain.

Am I wrong?

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Yeah, id do agree that it would be better for players to earn more XP when killing enemies who have active drugs, including the overdrive. For Legend players, that would really help them rank up twice as fast as it takes them a very long time to complete one Legend rank. Legend ranks are worth 200,000 XP, so that's a long, long time to rank up.

 

However, the 50% more XP given by premium accounts must remain the same as current. In my opinion, premium accounts should give 100% more XP. That makes it double the XP per kill for premiums if they are at 100% more XP rather than 50%.

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This idea would be useful, however is it limited to druggers only or overdrive and drops too?

I think it should be applied only to garage supplies (if it possibile to distinguish between supplies activated and box collected from the ground).

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Up this post because in this last weeks tanki has become full of druggers, it's impossible to play or have fun if you join normal battle, 90% of the times one team has 3-4 druggers inside and is winning 9-0

But at the same time you can easily get hundreds of supplies from missions and mission chain rewards (not to mention containers), so it's best to just save up supplies and become a "drugger" yourself  :P

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I think that it is not fair when someone uses supplies continuously... I do my best to play "clean", using them only few times in one battle and only in desperate cases, so I hate when there are some losers who activate double damage and double armor immediately after respawn, or when you are beating them with your skill and they start drugging like hell for compensate their weakness.

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Experience points should correlate to the HP of the hull you destroyed. Killing a Wasp should not be equal to killing a Mammoth. Divide the HP by 100 and that should be the base for exp.

 

 

 

.....and they start drugging like hell for compensate their weakness.

That's what the drugs are for.

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