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Modules with Actives/Unique Passives Instead of Damage Reduction


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With the current modules in the game, they only provide passive damage reflection, which is kind of boring to play with as well as play against. You kind of have to guess what the opponent will be playing. It's not a personal playstyle issue: you can potentially enter a game as firebird, expect to fight against tanks upclose and equip firebird/freeze protection only to find out the enemy team is full of railguns and thunders. At this point the tanker can only either take the damage or invest in more protections, which is rather inconvenient.

 

So I believe we can have modules that grant unique abilities or even active abilities that enhance your tank for only a short period amount of time.

 

For example (Numbers given here are basically arbitrary)

(Passive Module):

1. Grants +40% Movement Speed passively, but the speed bonus decrease as you take damage, down to 80% of your original Movement Speed at 10% HP.

 

2. 30% of damage taken is instead taken as a DOT effect over 4 seconds, allowing more time for healers to heal/stalling for time.

 

3. Your hull regenerates at 10 HP per second after not taking damage for 20 seconds.

 

(Active Module):

1. For the next 3.5 seconds, damage taken will be delayed until the end of the effect. Isida can heal away the stored damage if the tank if full health. (30 second cooldown)

 

2. For 2 seconds, your tank becomes ghosted (similar to when you spawn, immune to being hit by other tanks completely), but cannot enter other tanks, carry flags, use supplies, or fire weapons. (35 second cooldown)

 

3. For 5 seconds, your tank cannot be moved by any means besides being destroyed or game physics such as falling down a cliff (Disabled movement includes:movement command, weapon impact force, recoil, others pushing, etc.). (30 second cooldown)

 

These effects are more or less universal and almost any player can make use of any of them. These effects would also be quite fun to play with, and they do provide a nice trade off. Some tankers out there probably love the fact that they can reduce shaft/railgun damage by 35% on Monte Carlo, so they have to make a decision if they would also like to attain some of the unique effects.

 

Note: Would also like to see similar effects for Hull Alterations if that will ever be a thing.

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Under review
Valid

Completed

[mdl] [ftr]

Seems like potential for a whole new feature. Something like a mix between alterations and modules. Especially the "active" modules - that's definitely more like a set of ideas for hull alterations (even though developers say they don't plan on adding them anytime soon).

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The only thing i dont like about this idea is the #3 Passive Module.it encourages Camping even more

They are just random ideas I came up with. More restrictions can be placed on the exact healing conditions.

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Nice idea :D as Mafia said, this could be kind of a mix between alterations and modules.

 

As for hull alterations, check topic Hull Abilities here in I&S by Issho_Fujitora ;)

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These are all very imaginative and creative. So +1 for all that. These aren't very practical though I fear. Why? Coz I feel they will take away from the dynamism of the game. Adrenaline rushes from being able to "Kill" is what primarily drives tankers on a game like tanki. Secondary concepts are strategy, allies, equipment etc. Adding a third layer of unreal abilities... well... you're going to have to think more in battles, deal with enemies that always seem to get away, and passively put pressure on you to take action within a specific timeframe. Needless to say, I think people will get frustrated. Not to mention the slew of balance tweaks that will come with introducing these.

 

Another angle on this is the addition of stuff as opposed to modification - so more gameplay layers, more utilities, more aspects or features - all at some cost to a player, leaving them in a quandary. I don't know anything about business models to even attempt elaborating this, but common sense tells me that maximizing avenues of income will be inversely proportional to their individual utilization numbers. This would probably work/even out if the subject is a world conglomerate dealing with different product lines and arenas. But here it's just a game - a virtual experience. Nothing more, nothing less.

 

EDIT: If this topic gets merged with another ideas topic, and I am unaware of the transition, all of what I've said above stands nullified in relation to the merged content.

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 Adding a third layer of unreal abilities... well... you're going to have to think more in battles, deal with enemies that always seem to get away, and passively put pressure on you to take action within a specific timeframe. Needless to say, I think people will get frustrated. Not to mention the slew of balance tweaks that will come with introducing these.

This exactly the goal of adding something like this. By introducing more elements such as timing cooldowns, we would be encouraging more macro-level decisions instead of micro mechanics. The current Tanki lacks macro-level decisions. There is nothing important for a player to learn on a macro level besides the cooldowns of supplies and drop zones. If a "good" player gets frustrated at a new mechanic that requires learning we must doubt whether that player was skilled in the first place.

 

 

Another angle on this is the addition of stuff as opposed to modification - so more gameplay layers, more utilities, more aspects or features - all at some cost to a player, leaving them in a quandary. I don't know anything about business models to even attempt elaborating this, but common sense tells me that maximizing avenues of income will be inversely proportional to their individual utilization numbers. This would probably work/even out if the subject is a world conglomerate dealing with different product lines and arenas. But here it's just a game - a virtual experience. Nothing more, nothing less.

Two things on this. One, if Tanki decides to implement this with expensive costs associated with it, this would be going against the goal of implementing macro-level gameplay in a ubiquitous manner. The whole point is to make this more accessible. Let's say if this is an alternate to protection modules, we will not be making a brand new avenue of income. Two, even if this becomes a brand new feature, there would be a level of decision making in which I want to invest in. Should I get damage reduction? Should I get utility? Making players think about those questions are important. I would prefer that this gets implemented as an alternate to protection modules so you can either get utility effects or damage reduction so there is no way a player can have both at the same time.

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If a "good" player gets frustrated at a new mechanic that requires learning we must doubt whether that player was skilled in the first place.

Exactly. This would increase the standards required of all people who play the game.

 

Two things on this. One, if Tanki decides to implement this with expensive costs associated with it, this would be going against the goal of implementing macro-level gameplay in a ubiquitous manner.

...<snip>...

I would prefer that this gets implemented as an alternate to protection modules so you can either get utility effects or damage reduction so there is no way a player can have both at the same time.

Then it's good. This mutual exclusion of protection vs utility wasn't clear from the way this idea was expressed in the original post I think. Or I missed it.

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Better as a new feature all together that people have to divert crystals to. <_<

 

Honestly I think that adding something like this is a bit much. Lets focus on improving the system before chucking in stuff, right? ;) It's interesting and thought-provoking but I don't see it adding too much to the game. You already have enough to worry about and I think the goal of TO is to be more or less relaxing. :lol:

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Seems like potential for a whole new feature. Something like a mix between alterations and modules.

Hmm, I think we should call them "drones"  :ph34r:

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Completed

Functionality implemented as part of Drones and Overdrives. Feel free to suggest ideas for new drone/OD mechanics in their corresponding topics.

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