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Supply modifications/micro-upgrades


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my idea is split into a few different ways.i am not 100% sure if it's a good idea but i'll let developers decide.

 

maybe make all supplies less powerful for example,double damage deals 20% instead of 40%or 50%.

my other 2 ideas are like this.after making the upgrades weaker they'll be an update that people can upggrade their supplies for crystals so they'll be for example mines m2 m3 and micro upgrade it .

 

 

OR  you could ignore what i said and just make supplies have the micro upgrading option without reducing the amount of damage or defense supply have.and the modules will have protection from supplies maybe

 

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[sply] [mups] [imprv]

The idea of reducing power of supplies is being discussed here, while adding modifications or micro-upgrades to supplies is possible, but seems quite unnecessary.

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Currently, I can hit a double armor and it will be the same as someone who always drugs. Under the proposed system, even my occasional drugging will not even equate to that of a MUed drug. Horrible idea- making druggers more OP is not the direction the game needs to go at all. Theres a large chance I would actually quit if this happened.

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I feel mines need and m1, m2 and m3 modification. I can tell mines increase in damage as you get higher in ranks, but you can never tell, so make the m0s stay at 50 crystals, then m1 mines would be a one time pay of 1000, m2s 5000 and m3s 7500. When you buy the next modification, the mines will cost 50 again afterward, so i buy m1s for 1000, then they just cost 50 again after that and when you buy the next modification, you get 25 mines when you buy m1s, 50 for m2s and 75 when you buy the m3s, basically giving you as many mines as the cost for the next modification would be. 1000 crystals = 25 mines 2000 crystals = 50 mines and 3000 crystals = 75 mines. Fair enough?

 

M0 mines do 1000 damage, m1s do 1000, m2s do 2000 and m3s 3000.

 

How does that sound?

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I feel mines need and m1, m2 and m3 modification. I can tell mines increase in damage as you get higher in ranks, but you can never tell, so make the m0s stay at 50 crystals, then m1 mines would be a one time pay of 1000, m2s 5000 and m3s 7500. When you buy the next modification, the mines will cost 50 again afterward, so i buy m1s for 1000, then they just cost 50 again after that.

 

M0 mines do 1000 damage, m1s do 1000, m2s do 2000 and m3s 3000.

 

How does that sound?

I don't think mines increase in damage, but the hulls' hp do, so most m3 tanks can shrug off a mine. Which is good, because lots of people at the higher ranks constantly drop mines everywhere.

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i got an idea to make developers make more money and tankers more happy regarding to what i said.

reduce supplies to 20% power instead of 50% protections and damage and make m1 m2 and m3.

m1 will have 30% m2 40% and m3 50% this way the druggers don't have a 100% advantage and they need little more skill.second thing,increase the amount of supplies earned in missions and decrease the prises for m1 m2 and m3 supplies this way there's no strong druggers and its more worth it for developers and once reached to m3 supplies it will be the same cost as before but getting the m3 will be expensive something like 500k

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Repair Kit M0: Restores 2000 hp in 2 seconds, and it will suffer the change mentioned in the V-LOG and the next modifications too.

 

M1: Restores 2500 hp in 2 second

 

M2: Restores 3250 hp in 2 seconds

 

M3: Restores 4000 hp in 2 seconds, like now

 

Double Damage M0: 30% more damage, same duration and the next modifications too.

 

M1: 50% more damage.

 

M2: 75% more damage.

 

M3: 100% more damage, like now.

 

Double Armour: the same as double damage but instead of damage, more armour.

 

Speed Boost M0: 15% more speed.

 

M1: 25% more speed. 

 

M2: 35% more speed.

 

M3: 40% more speed.

 

Mine M0: Approximately 1050 damage.

 

M1: Approximately 1500 damage.

 

M2: Approximately 2050 damage.

 

M3: Approximately 2500 damage.

 

Devs you could use this for balancing supplies and if you like the idea which I think u won't but I still post it, you decide the ranks where supplies unlock. I think they should be at the first rank of each category (Private, Warrant officer 1, Third lieutiletenant or however is said, and then the rank with 1 star)

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The thing with the repair kits seems almost useless, as is almost heals the tank of the same M-level completely.

You could tune the healing speed to make a difference.

 

The others do make a change.. and I wonder if it is a good idea to give a tanker with superiour equipment (M3 vs M2) even more power by supplies (M3+M3 supplies  -vs-  M2 with M2 supplies).

 

But let's see.

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it actually should be weaker with bigger modification. idk but m0 100% and m3 50% seem better than m0 100% and m3 200%

 

*percent is supply power. 100= now

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Better idea - remove supplies altogether.

 

This just brings in super druggers, which I suppose is TO's masterplan.

 

Cabbage - how much did they pay you to suggest this BS

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I don't find any way in which the idea can make players happier. Considering the large brackets M3 vs M2 is just going to get worse and making supplies weaker at higher modifications would piss off quite a lot of people as well. The RK nerf should make the supply system fair for everybody so I don't think any other changes are needed.

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I don't see it.

 

Maybe if you explain the pricing, how it will be in the garage, what modification the hull or turret should be for what modification of supply, and how are we supposed to use it in battle, do we press '111' for RK M3, or what?

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Let's face it - supplies are Pandora's box - that evil has escaped into the world and despite many players pleas (and if you will pardon mixed metaphors) that genie isn't going back into the bottle.

 

The best we can hope for is that Tanki finds a way to make supplies less overpowered, more skilled in use, and less readily replenished.

 

The less readily replenished is IMO where the designers have stumbled. We get supplies for a lot of different activities - mission rewards, mission chain rewards, kits (maybe not anymore), premium bonus, and I'm sure other sources.

 

Then they made (perhaps indirectly) Standard battles the only place to use Supplies. Standard battles are also horrible, so folks avoid them if possible. Now players have thousands of supplies, which they can't hope to burn through.

 

To fix this, again IMO, supplies need to be rarer, less beneficial, and less frequently usable.

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Bad idea, it will affect the game balance badly :unsure:

 

Let's have a scenario of an m2 tanker vs an m3+ tanker, the m3+ tanker have a good equipment but he lacks supplies while the m2 tanker got a lot of suuplies but dosen't have a good tank, the m2 might drug in order to beat the m3+ guy but imagine if his drugs are less effective because of this modification idea of yours.., perhaps it won't even give the m2 tanker a chance to stand against the m3+ guy although he have no supplies..

 

We can imagine an even worse scenario if the m3+ had drugs on... :ph34r:

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Better idea - remove supplies altogether.

 

This just brings in super druggers, which I suppose is TO's masterplan.

 

Cabbage - how much did they pay you to suggest this BS

dont you get it??? this idea is absolute trash. this will make druggers even more powerful. drugs should start wearing off through bigger modifecations and ofc it should be "free"

 

 

or even better. remove supplies from garage and supply kit. make them earnable only on missions and shop

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Hey tankers, I am back with another idea that seems good to me.Let's go:

 

Okay, so my idea is that supplies should have the ability to be micro-upgraded.Of course, this would be applied neither to DA nor DD, but for Mines, Repair Kits, and Speed Boosts to make the game balanced.What I think is that each supply should have 10 steps to be micro-upgraded.However, they will be a little bit expensive in order to make the game fair.For instance, a mine deals 1200-2400 damage, but after the micro-upgrade, it should do like 2400-3250.A repair kit restores 1000 HP immediately and 3000 HP over time, but after the micro-upgrade, it should restore 1750 HP immediately and 3800 HP over time.Last but not least, a speed boost makes your turret and tank rotate and move faster respectively by 40%, but after the micro-upgrade, it should boost the rotation/movement by like 65%.

 

I think many players will enjoy this feature as it makes the usage of supplies more useful.

 

Thanks for viewing my topic!

 

 

 

secret XD

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Title, self-explanatory.

 

Since drones were made, I don't really understand all uses. But, it would be cool if you could micro-upgrade supplies, so for example:

50% extra defence becomes 60%

50% extra offence becomes 60%

50% extra speed becomes 60%

Mine damage, increases by 50%

 

Or additionally, you could have a mine drone, and this would mean that your mines do a greater amount of damage. This is important since now mine protection can be added into any module, so you would of course want your mines to be stronger, and Tanki would want more people to buy the mine module as well as buy more mines.

 

 

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