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To be honest, the specific abilities Issho described do seem more fitting for alterations. From what I understand, they won't make that much of a difference to the way the hull works (unlike the special abilities for turrets, such as ricochet and critical hits), so if the abilities are to be activated manually, the player needs to clearly see what they do to their hull otherwise it might be rather disappointing.

Yes, something like a mix of alterations for hulls and seventh supply.

 

You see, in the same way you can forget that you activated Smoky (for example) M1 alteration. We know that critical shots are unpredictable, they are just a matter of luck. When the battle starts, you can't immediately notice that. Only after some time. Yet, there is no special icon above the tank for turret alterations.

 

Also, there are already too much information when you press the R key. Additional icons above the tank, except that they are unnecessary (in my opinion), would distract players even more.

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I don't remember...But Tanki Wiki says that developing alterations for hulls is not planned.

Not currently planned, but probably will be in the future.

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I actually like this Idea. A very nice, new and innovative addition to the game which can be enjoyed by every individual in the game. +1 :)

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Not currently planned, but probably will be in the future.

No. Devs stated that they won't work on alterations for hulls, hence why I worked out this idea :)

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Noooo! If hornets have the ability to jump, then they can get on other tanks when gold drops!

-_-  Why does everything need to come down to golds? If you like golds so much, why not just use Hornet if this is implemented?

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-_-  Why does everything need to come down to golds? If you like golds so much, why not just use Hornet if this is implemented?

No where in my statement did I say that I like golds. Plus, I hate hornet, I like wasp. It is just that hornets would have the greatest chance of getting gold boxes. Now if you say that I should use hornet to take gold, you would be basically saying that I should not fight for my team.

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I think killer's specific ideas for each hull are better  :)

 

The Dictator one about Isida made no sense, because sometimes Isida are not around

Yes.

Lets say DM.

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Under review

[hll] [ftr]

This is something that was being discussed on the RU ideas site a while ago (and still is, actually, although it has been marked as [started] for over a year). I really like this idea, but at the moment developers seem to be determined to not add any new keys to turret or hull controls. Although if it's something like a supply, which you only press once to activate it, then perhaps it may be added.

 

I even have my own set of proposed unique abilities, which I posted numerous times in the RU community and maybe even here. Although mine are more of a short "burst" of power that lasts for a few seconds and has a rather long recharge:

 

 

Wasp - hyper-speed and acceleration (around 300% increase) for 2-3 seconds.

Hornet - small jump ability once every 10-15 seconds. Would be useful for jumping over enemy tanks or over small gaps.

Hunter - ability to turn back on its tracks after getting flipped. Once per life.

Dictator - complete negation of enemy turrets' knockback for a few seconds every minute.

Viking - ability to drive over any other tank once every 30 seconds. Or ability to shift sideways.

Titan - complete negation of other tanks' weight (and therefore ability to drive through any pile of tanks, pushing them away) or ability to stand still and become immovable.

Mammoth - invulnerability for a few seconds.

 

So yeah, that's my version of abilities. Obviously every single thing like this would require a LOT of testing and adjusting, but the fact that hulls need something to spice them up is most definitely true.

 

 

Some players already have those abilities: hackers and cheaters. Unfortunately their abilities last forever. Jump hack, invisible hack, invincible hack, wall hack(going through Walls), underground hack and speed hack are most common. I often see now cheaters. So maybe this won't be good to introduce because you cannot tell if a player is cheating or not.

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Shouldn't this topic be pinned?

Who do you wanna pin topic's in Ideas and suggesions? Just because Issho is a moderator? Nop, no mod's would like partiality to be shown to them and, why should Idea's be pinned? Can you see ay idea's pinned, other than general idea topic's? 

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Who do you wanna pin topic's in Ideas and suggesions? Just because Issho is a moderator? Nop, no mod's would like partiality to be shown to them and, why should Idea's be pinned? Can you see ay idea's pinned, other than general idea topic's? 

Technically this too is a general idea topic...

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Technically this too is a general idea topic...

Still you see.. Anyway's who are we to take decisions? Let the administration do what they prefer to. :) 

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 No jumping for hornet because gold boxes are an important part of the game and if they jump they will always get it, same if titan gets immovable

 

A balanced idea is that the longer the hornet stays the more health it losses! like safe sports in CS, this will make up for the huge nerf on hornet! 

 

And Titan can lose health faster if someone shoots them so they will have to strategically plan it!

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Hmm, sounds interesting. When I first started playing Tanki, I was imagining possible "abilities" for each of the hulls similar to what you described here. However, instead of simply changing statistics, I thought of them as contributing different things to gameplay.

 

For what it's worth, here's what I came up with:

  • Wasp: "Boost Dash"- makes Wasp dash forwards or backwards (depending on which direction you're driving in) a few feet very quickly. Would be useful for dodging attacks and making quick getaways.
  • Hornet: "Smokescreen" - produces a cloud of smoke that spreads out, obstructs vision, and disables enemy auto-aim against targets within it. Transparency decreases over time. Would be useful for making getaways, temporary cover for peeking, etc.
  • Hunter: "Cloak" - makes Hunter invisible or at the very least difficult to see for a few seconds. Enemies can see you if you get close, similar to mines. Cannot carry flags or supplies while active, has to be deactivated before shooting.
  • Viking: "Shockwave" - pushes nearby enemies away in a medium radius, with impact force similar to Hammer. Incurs minor damage.
  • Dictator: "Active Defense System" - generates a spherical shield centered around the body of the hull with a medium amount of health that absorbs incoming damage for maybe 2-3 seconds. Can regenerate while active if not destroyed, encouraging focused fire. Turret cannot fire while ADS is active, can be deactivated manually. Would be useful for defense.
  • Titan: "Incineration Field"- projects a field of energy for several seconds around Titan that heats up nearby targets, would be useful for defense and suitable for Titan's more offensive nature.
  • Mammoth: "Fortification"- clamps down on the ground, making Mammoth extremely heavy and nigh-impossible to push. Increases damage resistance but reduces turret rotation speed significantly.

Quite ridiculous in hindsight, but still fun to think about.

 

 

 

I would vote @Thekillerpenguin's set of hull alteration as the best one of the existing three. Anyway, it might be useful to make an overview list of the proposed alterations to compare them for each tank and select the best one individually.

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Greetings everyone.

 

Following the news on the incoming global balance changes, I finally have the occasion to suggest and detail you all on an idea I had for quite a while, but that was impossible to adapt to the Game due to its current balance.

 

Before going into the idea itself, I must give you all some fundamental details on game stats and paramenters, you can find everything under the following spoiler:

 

Now, before the new incoming changes, each hull has different stats for different paramenters. After the incoming changes, this will no longer be: Light, Medium and Heavy hulls will all have the same HP and similar stats for other parameters, depending on their classification, as follow:

  • Light (same HP, as follow - HP: 1 682,35)
    • Wasp (Top speed: 11,53 - Acceleration: 1 187,06 - Reverse acceleration: 16,59)
    • Hornet (Top speed: 11,1 - Acceleration: 1 270,59 - Reverse acceleration: 21,12)
  • Medium (same HP, as follow - HP: 2 529,41)
    • Hunter (Top speed: 8,65 - Lateral acceleration: 14,82 - Turning speed: 137,06 - Weight: 2 647,06 - Acceleration: 1 447,06 - Reverse acceleration: 16,12)
    • Viking (Top speed: 9,08 - Lateral acceleration: 13,06 - Turning speed: 137,06 Weight: 2 294,12 - Acceleration: 1 225,29 - Reverse acceleration: 18,12)
    • Dictator (Top speed: 8,22 - Lateral acceleration: 18,59 - Turning speed: 109,41 - Weight: 3 176,47 - Acceleration: 1 535,29 - Reverse acceleration: 15,12)
  • Heavy (same HP, as follow - HP: 3 376,47)
    • Titan (Top speed: 6,19 - Lateral acceleration: 18,59 - Turning speed: 84,12 - Weight: 3 352,94 - Acceleration: 1 270,59 - Reverse acceleration: 17,12)
    • Mammoth (Top speed: 5,76 - Lateral acceleration: 22,65 - Turning speed: 75,29 - Weight: 3 529,41 - Acceleration: 1 358,82 - Reverse acceleration: 10,82)

 

 

 

 

Following the above-mentioned stats for parameters, hulls in the same category will become very similar, apart for slight differences and here it's where my suggestion will get its place: giving a specific ability to each hull (possibly resembling its name) to modify its parameters for a little amount of time.

  • How do these abilities work?
    • Abilities will be unique, ONE for each hull. They will last for 45 seconds (or 1 minute max, depends on how abilities will be balanced out to suit the game balance itself) and will have a reloading time of 2 minutes (can be lower or higher, always based on the game balance)
    • Abilities will be enabled by pressing "7" and will not deactivate at death, only when their timer reaches 0
    • Abilities do not need to be purchased for crystals or moneys, they are bound with their own hull (both normal and XTs) and function at different performances, depending on the hull's modification
    • Abilities do not have any visual effect on the hulls. When enabled, an icon will be shown, just as it happens with supplies:

cc5130d5.png — the new icon (just a prototype, obviously not the definitive one)

 

33wxxzr.gif — the look near other supplies and on a tank

 

 

  • Which are the abilities, their descriptions and which are their effects? (PROTOTYPES)
    • Wasp — "Swarm flying" — "A lone wasp is not dangerous, but a swarm of them can kill anything. Increase your acceleration to reach targets faster and increase your manouvrability to be able to drive without any mistake, just like flying in a compact swarm." — Increase acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-inertial turning acceleration | Decrease top speed, turning speed and increase weight
    • Hornet — "Nest defence" — "Hornets are known to become extremely dangerous when something approach their nest. Increase your speed and your HP to reach and protect your base more efficiently, as strongly as only real hornets would do." — Increase top speed, turning speed, HP | Decrease acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-intertial turning acceleration
    • Hunter — "Silent Killer" — "Only the most savage individuals can be called real hunters, they seek for treasures and preys during all their life-span. Increase your speed and HP to be able to hunt your prey and run away with it safely, but lose acceleration due to the weight of your won prey." — Increase top speed, turning speed, HP | Decrease acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-intertial turning acceleration
    • Viking — "Vikings' Horde" — "Vikings' fierce strenght and aggressiveness are what made them terrifying and unstoppable for the most of the ancient civilizations. Increase your acceleration and HP to roam into an enemy base, but lose manouvrability and speed, real vikings do assaults without precise strategies." — Increase acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-inertial turning acceleration, HP | Decrease weight, top speed, turning speed
    • Dictator — "A man above all" — "A dictator is known to be a person exercising absolute power, especially a ruler who has absolute and unrestricted control on others. Increase the healing effect of allied isidas on yourself just as a greedy dictator would do, draining all the energy from your underlings, but lose acceleration and weight." — Increase healing effect of allied isidas on the tank | Decrease acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-intertial turning acceleration, weight
    • Titan — "One man army" — "A titan is an entity of enormous size, strength, power and influence. Increase your HP and weight, but decrease your speed." — Highly increase HP and increase weight | Highly decrease top speed, turning speed
    • Mammoth — "Prehistoric charge" — "It is widely acknowledged that mammoths are extinct, but someone claims to have seen them... here! Fierce beasts with uncontrolled strenght, power and incredible mass, simply unstoppable. Increase speed, but reduce acceleration." — Highly increase top speed, turning speed | Highly decrease acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-intertial turning acceleration

 

 

This is obviously a prototype of the overall idea. Abilities, if considered, may have completely different effects and such, I just posted some examples :)

 

This is such a good idea. Full support from me dude. :lol:

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Greetings everyone.

 

Following the news on the incoming global balance changes, I finally have the occasion to suggest and detail you all on an idea I had for quite a while, but that was impossible to adapt to the Game due to its current balance.

 

Before going into the idea itself, I must give you all some fundamental details on game stats and paramenters, you can find everything under the following spoiler:

 

Now, before the new incoming changes, each hull has different stats for different paramenters. After the incoming changes, this will no longer be: Light, Medium and Heavy hulls will all have the same HP and similar stats for other parameters, depending on their classification, as follow:

  • Light (same HP, as follow - HP: 1 682,35)
    • Wasp (Top speed: 11,53 - Acceleration: 1 187,06 - Reverse acceleration: 16,59)
    • Hornet (Top speed: 11,1 - Acceleration: 1 270,59 - Reverse acceleration: 21,12)
  • Medium (same HP, as follow - HP: 2 529,41)
    • Hunter (Top speed: 8,65 - Lateral acceleration: 14,82 - Turning speed: 137,06 - Weight: 2 647,06 - Acceleration: 1 447,06 - Reverse acceleration: 16,12)
    • Viking (Top speed: 9,08 - Lateral acceleration: 13,06 - Turning speed: 137,06 Weight: 2 294,12 - Acceleration: 1 225,29 - Reverse acceleration: 18,12)
    • Dictator (Top speed: 8,22 - Lateral acceleration: 18,59 - Turning speed: 109,41 - Weight: 3 176,47 - Acceleration: 1 535,29 - Reverse acceleration: 15,12)
  • Heavy (same HP, as follow - HP: 3 376,47)
    • Titan (Top speed: 6,19 - Lateral acceleration: 18,59 - Turning speed: 84,12 - Weight: 3 352,94 - Acceleration: 1 270,59 - Reverse acceleration: 17,12)
    • Mammoth (Top speed: 5,76 - Lateral acceleration: 22,65 - Turning speed: 75,29 - Weight: 3 529,41 - Acceleration: 1 358,82 - Reverse acceleration: 10,82)

 

 

 

 

Following the above-mentioned stats for parameters, hulls in the same category will become very similar, apart for slight differences and here it's where my suggestion will get its place: giving a specific ability to each hull (possibly resembling its name) to modify its parameters for a little amount of time.

  • How do these abilities work?
    • Abilities will be unique, ONE for each hull. They will last for 45 seconds (or 1 minute max, depends on how abilities will be balanced out to suit the game balance itself) and will have a reloading time of 2 minutes (can be lower or higher, always based on the game balance)
    • Abilities will be enabled by pressing "7" and will not deactivate at death, only when their timer reaches 0
    • Abilities do not need to be purchased for crystals or moneys, they are bound with their own hull (both normal and XTs) and function at different performances, depending on the hull's modification
    • Abilities do not have any visual effect on the hulls. When enabled, an icon will be shown, just as it happens with supplies:

cc5130d5.png — the new icon (just a prototype, obviously not the definitive one)

 

33wxxzr.gif — the look near other supplies and on a tank

 

 

  • Which are the abilities, their descriptions and which are their effects? (PROTOTYPES)
    • Wasp — "Swarm flying" — "A lone wasp is not dangerous, but a swarm of them can kill anything. Increase your acceleration to reach targets faster and increase your manouvrability to be able to drive without any mistake, just like flying in a compact swarm." — Increase acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-inertial turning acceleration | Decrease top speed, turning speed and increase weight
    • Hornet — "Nest defence" — "Hornets are known to become extremely dangerous when something approach their nest. Increase your speed and your HP to reach and protect your base more efficiently, as strongly as only real hornets would do." — Increase top speed, turning speed, HP | Decrease acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-intertial turning acceleration
    • Hunter — "Silent Killer" — "Only the most savage individuals can be called real hunters, they seek for treasures and preys during all their life-span. Increase your speed and HP to be able to hunt your prey and run away with it safely, but lose acceleration due to the weight of your won prey." — Increase top speed, turning speed, HP | Decrease acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-intertial turning acceleration
    • Viking — "Vikings' Horde" — "Vikings' fierce strenght and aggressiveness are what made them terrifying and unstoppable for the most of the ancient civilizations. Increase your acceleration and HP to roam into an enemy base, but lose manouvrability and speed, real vikings do assaults without precise strategies." — Increase acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-inertial turning acceleration, HP | Decrease weight, top speed, turning speed
    • Dictator — "A man above all" — "A dictator is known to be a person exercising absolute power, especially a ruler who has absolute and unrestricted control on others. Increase the healing effect of allied isidas on yourself just as a greedy dictator would do, draining all the energy from your underlings, but lose acceleration and weight." — Increase healing effect of allied isidas on the tank | Decrease acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-intertial turning acceleration, weight
    • Titan — "One man army" — "A titan is an entity of enormous size, strength, power and influence. Increase your HP and weight, but decrease your speed." — Highly increase HP and increase weight | Highly decrease top speed, turning speed
    • Mammoth — "Prehistoric charge" — "It is widely acknowledged that mammoths are extinct, but someone claims to have seen them... here! Fierce beasts with uncontrolled strenght, power and incredible mass, simply unstoppable. Increase speed, but reduce acceleration." — Highly increase top speed, turning speed | Highly decrease acceleration, reverse acceleration, lateral acceleration, turning acceleration, anti-intertial turning acceleration

 

 

This is obviously a prototype of the overall idea. Abilities, if considered, may have completely different effects and such, I just posted some examples :)

Let's discuss!

 

 

well i like the idea but umm how will it affect gameplay?

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I have a feeling this may get implemented in one way or another. Hazel says that they already plan to add a Hovercraft and Spider tanks, both with unique abilities. And that means they may also change the rest of the hulls to be more unique in different ways.

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