Jump to content
EN
Play

Forum

Collecting new equipment from parts


Recommended Posts

There was a game I used to play on mobile and I forget exactly what it was called but it was a need for speed game and with each race you get pieces to upgrade your car, but you can't upgrade until you have enough/all of the pieces needed.

 

So, my idea is, tank blue prints.

 

When you leave a battle after completing it, you will get a pop up of three cards with question marks. Maybe they're green and the question mark is gold and glowing. Anyway, you'd pick one of these cards and it would reveal an item, a piece to a turret, hull, paint or module of any modification. So, say I pick a card and it shows me an image of Titan's tracks, then a card of an outline of Titan would appear and the tracks would fill in. Also, on the card that had the image of the tracks would have a x/y number.

 

x would be how much you have and y is how much you need.

 

If you wanted to choose another card, it would cost a hefty price which would increase the higher ranked you are to increase your chances of getting something good.

 

So, once you find all the pieces you need to make the hull, a "BUILD!" button will appear which you wold click and it would have a spinner with numbers on it being from 5% to a lucky 50%. Once you spin it will give you the price of how much the discount is that you spun. So, if I was building Titan M1 and spun a 10%, the price I'd have to pay would be 5,400 crystals instead of 6,000. Now of course, it'll be harder to land a number the higher it is. say 5%, 25% - 50% would be the harder ones to get so you'll most commonly get from 10% - 20% numbers

 

NOTE: Say I get all the pieces to an M3 item but I'm not of the rank yet for that item, the "BUILD" button will NOT appear until I'm that rank!

 

Now, if you're not happy, you can spin again for 500, then 750, then 1,000 for early rankers. This price should increase as you get higher in ranks. Once you spin that third time, you can't spin anymore and you can either decline the offer and the blue print is scrapped but you get 20% of the items worth back in crystals so you don't lose everything. Now, there could be an extra button in the garage that would show all the cards you've collected and you can sell each M0 card for 50 crystals, 150 for M1, 500 for M2 and 750 for M3 items. Prices are very low since you're going to be getting a lot of cards over time.

 

Now, of course, you can get an item of any modification no matter how low or high ranked you are, but as I said, you cannot build an item until you're the rank the item unlocks.

 

I feel this will motivate tankers to play more since they can look forward to getting equipment easier at a possibly high discount. Also, the idea of building tanks and spinners sounds like fun!

 

NOTE: The higher the modification makes it more rare for it to be chosen.

 

Another thing is if you build an item, you will NEVER see a card of that item again. Say I build myself an M2 Hunter, I will never see M0 and M1 Hunter cards ever again. Tis also helps since higher modification items will be more common as you get higher ranked.

 

So, if I get all the pieces of a part of M1 Twins I won't see those anymore. So, if I get the pieces to make the barrels of M1 Twins I will never see lower modification cards of Twins barrels again.

 

Now, I know selling items aren't accepted ideas so if the mods see fit and still implement this, you can still scrap items but won't get crystals back for them.

 

Here's a new set of ideas to this I just came up with:

 

During your time in Tanki, you will have played tons of battles which would make earning part easy, so only the winners of a battle will be able to choose a card. Now, if you leave a battle, you won't get anything, you have to be there to the end! Also to balance it out, say I collect all the parts I need for a piece of equipment, say Railgun M2, but don't build it, I'll still earn M2 Railgun card parts until I actually build it.

 

Also, the higher you are on the leader bard, you'll have a slightly highr chance of getting a better part. For instance, Isida is one of the weakest turrets, along with Freeze which only gains a 60 dps increase from M1 to M2. If I get higher on the leader board, I'll get a better chance of getting a card for a turret like Thunder, Hammer or Smoky. Now, these chances will increase very slightly so if you're getting first a lot, you won't be getting spammed with so many OP cards, thus unbalancing the game.

 

Another thing is this could collaborate with Daily missions. Have you noticed the number at the top left of the missions pop up? The higher the number, the better your chances are of getting a better part! Also, you could get five card packs or more in your daily missions rewards!

 

Finally, there could be another button in the garage labeled as "Scrapyard."

 

There, you can see a list of items that have been scrapped by other players. It could show a list of 20 items and of you don't like what you see, you can refresh it once fore free, then the second time will cost you. This cost is up to devs and will get higher as you rank up, just like the pro passes.

 

Now, you'll still get a low chance at getting something rally good, such as a card for a modification of a hull or turret you haven't yet unlocked, but it will still be possible.

 

For the last piece for the final idea is for buyers. (Mostly for Tanki to squeeze out some extra cash to update the game)

 

In the shop, there could be three different card packs you could buy. They'd have 25 cards for 99 cents, 50 for $1.50 and 100 cards for $2.75. I just came up with the prices but devs can change them to their liking.

Share this post


Link to post
Share on other sites

This reminds me of Plants Vs Zombies; Garden Warfare I and II. Well, not II, I haven't played it, only heard of it. On PvZ;GW I, you choose between one of 4 vs 4 plants or zombies units, or creatures, all with unique aspects. 

 

Each of the units had upto 6 or 8 versions of that unit that you could choose from. So in retrospect, their approximately 24 creatures for one side to choose from, categorized under 4 different units, for either side. I'll try and summarize best I could without detailing too much about another game...

Plants for ex, you could choose Any of Pea Shooter (standard shooter), Cactus (long shooter), Chomper (stealth melee), and Sunflower (healer, support fire). With either those, each had 6 or so versions to choose from, if you found all the "Pieces" to each profile card. 

 

Each Unit, had many "Variations" to it, and through play, you earn "Coin" for in game purchases, which you use on random Card Packs. None of a Unit Variations were available to a player, until they completed a whole Profile Card for any Variation. For instance, the PeaShooter, typically shoots Greenpeas at any range, with more impact at close range, still able to hit medium, and long range. Had 8-10 shots available in rapid succession, but had to reload after which took few moments. Variations, only naming, won't go through all the differences of each, were as listed; Fire Pea, Ice Pea,Toxic Pea, Commando Pea, Agent Pea, Law Pea, Plasma Pea. All having different aspects, damage of different abilities, etc. Each profile card would need about 5 different card pieces to complete. Every time you open a new pack of cards, you got about 8-10 different cards, some with profile pieces, some with new abilities, some with new decorations, some with in battle boosts (like Tanki Supplies) etc. 

 

@OP Epic_Space_Mango18...

THIS is what you remind me of. However... I don't know if this would work for Tanki... not to that exact anyway! Not the Randomness. Maybe if Tanki developed a system where every Hull and Turret had multiple parts, and you can upgrade each part in the Garage. Each Upgrade could cost coin. Each Upgrade could be transferable, if compatible. 

 

For instance... You have 7x different Hulls.Maybe not everyone needs reminding, but I'll do so anyway. Wasp, Hornet, Hunter, Viking, Dictator, Titan, Mammoth. So maybe, Wasp and Hornet could be using a 25x chain Track, the Hunter and Viking using a 30x Chain Track, and the Dictator, Titan and Mammoth using a 35x Chain Track. So in your garage, say you have a Wasp, A Hunter, Dictator, and Titan. If you upgrade your 25x Chain track to level 2, it only effects the Wasp in your garage, not your other tanks, cause you don't have the Hornet. Same with if you upgrade the 30x Track, it only effects the Hunter. But if you upgrade the 35 Track in your Garage, it improves the speed for both your Dictator AND your Titan. 

 

So if we went with this... Each hull can break down into 5x subsections in your garages, with some being transferable to other Hulls; and all 5x being; Track, Engine, Forward & Rear Armor Plating (as one subsection), Track Armor Plating (or sides), & Belly Armor Plating (under the tank). So maybe if each subsection of the Hull, can be shared between different size hulls, in different ratios depending on the subsection. So say Wasp, Hornet, Hunter & Viking use the same Belly Armor plating, and the Dictator, Titan and Mammoth use the same. The Wasp & Hornet; the Hunter Viking & Dictator; the Titan & Mammoth all use same Engines in each category I just mentioned. I don't quite know how you would divide the Track Hull, Forward/Rear Hull plating among the different Hull sizes. 

 

So as such... instead of simply saying... Upgrade from Hornet M0 to M1 or MU from M0.0 .1 .2 .3 etc all the way to M0.49 than M1.... you could say EACH Subsection replaces each Micro upgrade. So first buy Hornet M0, you have all those subsections at .0, unless one shared with another hull has already been upgraded. So to equal 50x Micro-Upgrades... each subsection can be upgraded 10x times, having 5 subsections, would be 50 micro upgrades. So Hornet M0, You have Track.0, Engine.0, FRAP.0 (Forward/Rear Armor Plating), TAP.0 (Track AP), & BAP.0 (Belly AP). All those can be upgraded 10x. So one player could choose to upgrade his Track.0 to Track.10 and leave the others at .0, and you suddenly have a more versatile Hunter M0 able to turn faster, and contribute to more speed. If you upgrade every other subsection to, say .5 but the Track to Track1.0, and than get the Wasp... your Wasp already comes with Track1.0. 

 

As for the improvements made from the other Subsections of the Hull, those would carry over too, to the applicable hulls. So customization, has unlimited possible combinations. When One Tanki has an improved Subsection for one Hull, and it's available for another Hull they don't Have... they may feel inclined to buy that other hull just to take advantage of the multi use of the subsection. 

 

AND... this is just for HULLS!! 

Use this same idea for having 5x Subsections for EVERY TURRET? This could be A LOT more complicated, with the many different Turrets out there. However, consider some turrets have similarly related weapons systems, they could be made with some Subsections capable of transferring to other turrets anyway. One subsection could be the Barrel. Consider, the Firebird, The Frost, and The Isida could share the same Barrel. Maybe, The Rail and the Shaft could use the same Barrel. Maybe, The Thunder, Smoky and The Hammer could share the same Barrel. Maybe, (big maybe) The Rico and The Twins could share same Barrel. And a VERY unusual maybe, only way to make it work... The Striker and The Vulcan could share same Barrel (consider they have unique Mounting Brackets or something, only thing I can think of to make this set work). The other Subsections for the Hulls could be, possibly; Targeting System, Rotary Hydraulic system, Hull Plating (protecting the Turret), and The Weapon Systems (the only Subsection that only effects ONE turret at a time, as these would be the systems creating the Weapon discharge). All these Subsystems would also have upto 10 levels, at each Mastery Lvl per turret. The developers, if using this idea of Subsystem micro-upgrading, could come up with which turrets the Targeting Subsystem, Rotary Hydraulics, and Hull plating each share in turret groups, but trying to overlap in different groups if possible. 

 

The developers MAY also have to consider all the Numeric Changes each Subsystem MU changes. As it is now? You upgrade from M0.0 to M0.1 and it improve most stats across board for turret or Hull, but in much smaller dividends. With using the Subsystem Micro Upgrades... each Subsystem could improve specific Stats comparable to that Subsystem, and NOT effect the other stats of other subsystems, however, these Dividend in upgrades could be slightly more... sense not all 50 upgrades are effecting each, only 10 effecting each Subsystem, they could increase slightly more per subsystem upgrade. For instance, say I have a M0.19 Vulcan with Weapon System.3, Rotary Hydraulics.1, Targeting.4, Hull.4, Barrel.7 (3+1+4+4+7=19). I decide to Upgrade the Rotary Hydraulics to .2, it improves Rotary Speed, Rotary Acceleration, turret slowdown rate. The Weapon System could improve stats like Increasing Damage (min/max), rate of fire, Impact Force. The Targeting systems could improve Barrel Startup/Slowdown, Auto aim angles (up/down), range of Damage (min/max). The Hull (for turret) could reduce the self heating rate, reduce the Max overheating temp, improve the overall HP of tank. The Barrel could improve the Overheating resistance, the range of Max damage, the time it takes to cool down... sort of idea! 

 

So every Turret own Subsystem upgrades will have similarly stated specific stat improvements for each Subsystem. Even though, those Subsystems can be cross used on other Turrets if applicable, would have different improvments to stats depending on the specific uniqueness of each turret, and same with hull subsystems. Overall HP could include different Subsystems, mainly those on the Hull Subsystems of Front/Rear Hull Plating, and Track Hull Plating, and the type of Turret and Hull chosen can all contribute to the Overall HP of the tank. 

 

As for how this relates to that mentioned of PvZ;GW? Maybe different Subsystem improvements can be included in different Random Rewards, for missions, and maybe other finds. IF they introduced a Subsystem idea I mention here, into Tanki, they could possibly introduce a new supply not like any other supply drop. Not a supply you access as a Shortcut key to boost, but per map, per game... an unused box color with a alternate color question mark. Make these rare in a battle, only so much will randomly drop. You don't know what's in them when you first find them, but they could be a small amount of a Supply, as well a free Subsystem upgrade. So if it's a Turret Barrel upgrade, when you get it, you apply it to whatever Turret Barrel Subsystem you want, and it upgrades that one subsystem level (from .2 to .3, not 1.0 to 2.0), but only manageable in the Garage. So when you first pick up a Random supply box, it can tell you "Received Turret Barrel Upgrade" it does NOT upgrade the Turret Barrel you are currently using at that time, but available for you to choose when you get back to Garage. 

 

Also... having Tank Subsystems for Hulls and Turrets, could also make a more creative look to the Tanki Garage. Many race care games out there that show cool looking Garages where you upgrade your racecar inside... have that cool custom look for your Tanki Garage depending how you improve your Tanki Subsystems. 

 

As for all of the Number adjustments? and what each subsystem upgrade improves for each Hull and Turret subsystems? That would probably have to be up to the developers! Hopefully this idea gets them thinking! However, if your have any Turret or Hull at M0 level, NO subsytem under that Turret or Hull can go higher than 1.0. If any Turret/Hull is M1, than the subsystems can only go to Lvl 2. Once All 5x Subsystems on either Turret/Hull reach the next same level, that Turret/Hull increases to M2, and so on. If you have multiple Turrets/Hulls that can use the same subsystem, and one or the other is higher level M1-4, than what ever level you can up grade that Subsystem to on one Turret/Hull may not be allowed for another, it only allows the highest level available for each Turret/Hull per M0-4 levels.

 

Also, creating a different Micro upgrade system, grouping the different upgrades in Subsystems, maybe allow for each Subsystem to package different Upgrades. So if You just bought a M1 Vulcan, and already wanna improve the Subsystem Barrel to 2.0, you can do so, costing a package deal, but take much longer...so you get discount in spending the CRY in bulk for the Subsystem upgrade, but you wait a much longer time for the subsystem to be available, and until than, it's left at the currently used 1.0 level that came with Vulcan M1. Maybe you upgrade the Barrel to 1.3, than you buy the remaining .7 upgrades in discount... it takes long time for the remaining .7 upgrades to be improved, but you get a discount buying the 7 upgrades vs buying them 7 at a time, however the wait time is, maybe comparable to 5-6 of them, congruently. So meanwhile waiting for Barrel 2.0 for Vulcan M1, you currently have Barrel 1.3 for the Vulcan M1.3 (remember the M micro upgrade number reps how many total subsystem upgrades fall under that M upgrade level). 

 

What does everyone think of making Subsystem upgrades a Reality, similar to the Micro Upgrades currently used? Allowing one to more personalize their customization progress on their Tank, Turrets and Hulls alike??

Would you...

Please...

LIKE THIS

Below...

\/\/   

\\//   

\/    

Share this post


Link to post
Share on other sites

This reminds me of Plants Vs Zombies; Garden Warfare I and II. Well, not II, I haven't played it, only heard of it. On PvZ;GW I, you choose between one of 4 vs 4 plants or zombies units, or creatures, all with unique aspects. 

 

Each of the units had upto 6 or 8 versions of that unit that you could choose from. So in retrospect, their approximately 24 creatures for one side to choose from, categorized under 4 different units, for either side. I'll try and summarize best I could without detailing too much about another game...

Plants for ex, you could choose Any of Pea Shooter (standard shooter), Cactus (long shooter), Chomper (stealth melee), and Sunflower (healer, support fire). With either those, each had 6 or so versions to choose from, if you found all the "Pieces" to each profile card. 

 

Each Unit, had many "Variations" to it, and through play, you earn "Coin" for in game purchases, which you use on random Card Packs. None of a Unit Variations were available to a player, until they completed a whole Profile Card for any Variation. For instance, the PeaShooter, typically shoots Greenpeas at any range, with more impact at close range, still able to hit medium, and long range. Had 8-10 shots available in rapid succession, but had to reload after which took few moments. Variations, only naming, won't go through all the differences of each, were as listed; Fire Pea, Ice Pea,Toxic Pea, Commando Pea, Agent Pea, Law Pea, Plasma Pea. All having different aspects, damage of different abilities, etc. Each profile card would need about 5 different card pieces to complete. Every time you open a new pack of cards, you got about 8-10 different cards, some with profile pieces, some with new abilities, some with new decorations, some with in battle boosts (like Tanki Supplies) etc. 

 

@OP Epic_Space_Mango18...

THIS is what you remind me of. However... I don't know if this would work for Tanki... not to that exact anyway! Not the Randomness. Maybe if Tanki developed a system where every Hull and Turret had multiple parts, and you can upgrade each part in the Garage. Each Upgrade could cost coin. Each Upgrade could be transferable, if compatible. 

 

For instance... You have 7x different Hulls.Maybe not everyone needs reminding, but I'll do so anyway. Wasp, Hornet, Hunter, Viking, Dictator, Titan, Mammoth. So maybe, Wasp and Hornet could be using a 25x chain Track, the Hunter and Viking using a 30x Chain Track, and the Dictator, Titan and Mammoth using a 35x Chain Track. So in your garage, say you have a Wasp, A Hunter, Dictator, and Titan. If you upgrade your 25x Chain track to level 2, it only effects the Wasp in your garage, not your other tanks, cause you don't have the Hornet. Same with if you upgrade the 30x Track, it only effects the Hunter. But if you upgrade the 35 Track in your Garage, it improves the speed for both your Dictator AND your Titan. 

 

So if we went with this... Each hull can break down into 5x subsections in your garages, with some being transferable to other Hulls; and all 5x being; Track, Engine, Forward & Rear Armor Plating (as one subsection), Track Armor Plating (or sides), & Belly Armor Plating (under the tank). So maybe if each subsection of the Hull, can be shared between different size hulls, in different ratios depending on the subsection. So say Wasp, Hornet, Hunter & Viking use the same Belly Armor plating, and the Dictator, Titan and Mammoth use the same. The Wasp & Hornet; the Hunter Viking & Dictator; the Titan & Mammoth all use same Engines in each category I just mentioned. I don't quite know how you would divide the Track Hull, Forward/Rear Hull plating among the different Hull sizes. 

 

So as such... instead of simply saying... Upgrade from Hornet M0 to M1 or MU from M0.0 .1 .2 .3 etc all the way to M0.49 than M1.... you could say EACH Subsection replaces each Micro upgrade. So first buy Hornet M0, you have all those subsections at .0, unless one shared with another hull has already been upgraded. So to equal 50x Micro-Upgrades... each subsection can be upgraded 10x times, having 5 subsections, would be 50 micro upgrades. So Hornet M0, You have Track.0, Engine.0, FRAP.0 (Forward/Rear Armor Plating), TAP.0 (Track AP), & BAP.0 (Belly AP). All those can be upgraded 10x. So one player could choose to upgrade his Track.0 to Track.10 and leave the others at .0, and you suddenly have a more versatile Hunter M0 able to turn faster, and contribute to more speed. If you upgrade every other subsection to, say .5 but the Track to Track1.0, and than get the Wasp... your Wasp already comes with Track1.0. 

 

As for the improvements made from the other Subsections of the Hull, those would carry over too, to the applicable hulls. So customization, has unlimited possible combinations. When One Tanki has an improved Subsection for one Hull, and it's available for another Hull they don't Have... they may feel inclined to buy that other hull just to take advantage of the multi use of the subsection. 

 

AND... this is just for HULLS!! 

Use this same idea for having 5x Subsections for EVERY TURRET? This could be A LOT more complicated, with the many different Turrets out there. However, consider some turrets have similarly related weapons systems, they could be made with some Subsections capable of transferring to other turrets anyway. One subsection could be the Barrel. Consider, the Firebird, The Frost, and The Isida could share the same Barrel. Maybe, The Rail and the Shaft could use the same Barrel. Maybe, The Thunder, Smoky and The Hammer could share the same Barrel. Maybe, (big maybe) The Rico and The Twins could share same Barrel. And a VERY unusual maybe, only way to make it work... The Striker and The Vulcan could share same Barrel (consider they have unique Mounting Brackets or something, only thing I can think of to make this set work). The other Subsections for the Hulls could be, possibly; Targeting System, Rotary Hydraulic system, Hull Plating (protecting the Turret), and The Weapon Systems (the only Subsection that only effects ONE turret at a time, as these would be the systems creating the Weapon discharge). All these Subsystems would also have upto 10 levels, at each Mastery Lvl per turret. The developers, if using this idea of Subsystem micro-upgrading, could come up with which turrets the Targeting Subsystem, Rotary Hydraulics, and Hull plating each share in turret groups, but trying to overlap in different groups if possible. 

 

The developers MAY also have to consider all the Numeric Changes each Subsystem MU changes. As it is now? You upgrade from M0.0 to M0.1 and it improve most stats across board for turret or Hull, but in much smaller dividends. With using the Subsystem Micro Upgrades... each Subsystem could improve specific Stats comparable to that Subsystem, and NOT effect the other stats of other subsystems, however, these Dividend in upgrades could be slightly more... sense not all 50 upgrades are effecting each, only 10 effecting each Subsystem, they could increase slightly more per subsystem upgrade. For instance, say I have a M0.19 Vulcan with Weapon System.3, Rotary Hydraulics.1, Targeting.4, Hull.4, Barrel.7 (3+1+4+4+7=19). I decide to Upgrade the Rotary Hydraulics to .2, it improves Rotary Speed, Rotary Acceleration, turret slowdown rate. The Weapon System could improve stats like Increasing Damage (min/max), rate of fire, Impact Force. The Targeting systems could improve Barrel Startup/Slowdown, Auto aim angles (up/down), range of Damage (min/max). The Hull (for turret) could reduce the self heating rate, reduce the Max overheating temp, improve the overall HP of tank. The Barrel could improve the Overheating resistance, the range of Max damage, the time it takes to cool down... sort of idea! 

 

So every Turret own Subsystem upgrades will have similarly stated specific stat improvements for each Subsystem. Even though, those Subsystems can be cross used on other Turrets if applicable, would have different improvments to stats depending on the specific uniqueness of each turret, and same with hull subsystems. Overall HP could include different Subsystems, mainly those on the Hull Subsystems of Front/Rear Hull Plating, and Track Hull Plating, and the type of Turret and Hull chosen can all contribute to the Overall HP of the tank. 

 

As for how this relates to that mentioned of PvZ;GW? Maybe different Subsystem improvements can be included in different Random Rewards, for missions, and maybe other finds. IF they introduced a Subsystem idea I mention here, into Tanki, they could possibly introduce a new supply not like any other supply drop. Not a supply you access as a Shortcut key to boost, but per map, per game... an unused box color with a alternate color question mark. Make these rare in a battle, only so much will randomly drop. You don't know what's in them when you first find them, but they could be a small amount of a Supply, as well a free Subsystem upgrade. So if it's a Turret Barrel upgrade, when you get it, you apply it to whatever Turret Barrel Subsystem you want, and it upgrades that one subsystem level (from .2 to .3, not 1.0 to 2.0), but only manageable in the Garage. So when you first pick up a Random supply box, it can tell you "Received Turret Barrel Upgrade" it does NOT upgrade the Turret Barrel you are currently using at that time, but available for you to choose when you get back to Garage. 

 

Also... having Tank Subsystems for Hulls and Turrets, could also make a more creative look to the Tanki Garage. Many race care games out there that show cool looking Garages where you upgrade your racecar inside... have that cool custom look for your Tanki Garage depending how you improve your Tanki Subsystems. 

 

As for all of the Number adjustments? and what each subsystem upgrade improves for each Hull and Turret subsystems? That would probably have to be up to the developers! Hopefully this idea gets them thinking! However, if your have any Turret or Hull at M0 level, NO subsytem under that Turret or Hull can go higher than 1.0. If any Turret/Hull is M1, than the subsystems can only go to Lvl 2. Once All 5x Subsystems on either Turret/Hull reach the next same level, that Turret/Hull increases to M2, and so on. If you have multiple Turrets/Hulls that can use the same subsystem, and one or the other is higher level M1-4, than what ever level you can up grade that Subsystem to on one Turret/Hull may not be allowed for another, it only allows the highest level available for each Turret/Hull per M0-4 levels.

 

Also, creating a different Micro upgrade system, grouping the different upgrades in Subsystems, maybe allow for each Subsystem to package different Upgrades. So if You just bought a M1 Vulcan, and already wanna improve the Subsystem Barrel to 2.0, you can do so, costing a package deal, but take much longer...so you get discount in spending the CRY in bulk for the Subsystem upgrade, but you wait a much longer time for the subsystem to be available, and until than, it's left at the currently used 1.0 level that came with Vulcan M1. Maybe you upgrade the Barrel to 1.3, than you buy the remaining .7 upgrades in discount... it takes long time for the remaining .7 upgrades to be improved, but you get a discount buying the 7 upgrades vs buying them 7 at a time, however the wait time is, maybe comparable to 5-6 of them, congruently. So meanwhile waiting for Barrel 2.0 for Vulcan M1, you currently have Barrel 1.3 for the Vulcan M1.3 (remember the M micro upgrade number reps how many total subsystem upgrades fall under that M upgrade level). 

 

What does everyone think of making Subsystem upgrades a Reality, similar to the Micro Upgrades currently used? Allowing one to more personalize their customization progress on their Tank, Turrets and Hulls alike??

Would you...

Please...

LIKE THIS

Below...

\/\/   

\\//   

\/    

I'd like it if I could actually read this since the pointless coloring hurts my eyes

Share this post


Link to post
Share on other sites

Yk, ESM18, when you quote you can edit quoted post to prevent useless waste of space. I hate to have to scrool down like 2 meters (when on phone :p)..

 

However this idea isn't in Tanki's style in my opinion. :)

Share this post


Link to post
Share on other sites

This reminds me of Plants Vs Zombies; Garden Warfare I and II. Well, not II, I haven't played it, only heard of it. On PvZ;GW I, you choose between one of 4 vs 4 plants or zombies units, or creatures, all with unique aspects. 

 

Each of the units had upto 6 or 8 versions of that unit that you could choose from. So in retrospect, their approximately 24 creatures for one side to choose from, categorized under 4 different units, for either side. I'll try and summarize best I could without detailing too much about another game...

Plants for ex, you could choose Any of Pea Shooter (standard shooter), Cactus (long shooter), Chomper (stealth melee), and Sunflower (healer, support fire). With either those, each had 6 or so versions to choose from, if you found all the "Pieces" to each profile card. 

 

Each Unit, had many "Variations" to it, and through play, you earn "Coin" for in game purchases, which you use on random Card Packs. None of a Unit Variations were available to a player, until they completed a whole Profile Card for any Variation. For instance, the PeaShooter, typically shoots Greenpeas at any range, with more impact at close range, still able to hit medium, and long range. Had 8-10 shots available in rapid succession, but had to reload after which took few moments. Variations, only naming, won't go through all the differences of each, were as listed; Fire Pea, Ice Pea,Toxic Pea, Commando Pea, Agent Pea, Law Pea, Plasma Pea. All having different aspects, damage of different abilities, etc. Each profile card would need about 5 different card pieces to complete. Every time you open a new pack of cards, you got about 8-10 different cards, some with profile pieces, some with new abilities, some with new decorations, some with in battle boosts (like Tanki Supplies) etc. 

 

@OP Epic_Space_Mango18...

THIS is what you remind me of. However... I don't know if this would work for Tanki... not to that exact anyway! Not the Randomness. Maybe if Tanki developed a system where every Hull and Turret had multiple parts, and you can upgrade each part in the Garage. Each Upgrade could cost coin. Each Upgrade could be transferable, if compatible. 

 

For instance... You have 7x different Hulls.Maybe not everyone needs reminding, but I'll do so anyway. Wasp, Hornet, Hunter, Viking, Dictator, Titan, Mammoth. So maybe, Wasp and Hornet could be using a 25x chain Track, the Hunter and Viking using a 30x Chain Track, and the Dictator, Titan and Mammoth using a 35x Chain Track. So in your garage, say you have a Wasp, A Hunter, Dictator, and Titan. If you upgrade your 25x Chain track to level 2, it only effects the Wasp in your garage, not your other tanks, cause you don't have the Hornet. Same with if you upgrade the 30x Track, it only effects the Hunter. But if you upgrade the 35 Track in your Garage, it improves the speed for both your Dictator AND your Titan. 

 

So if we went with this... Each hull can break down into 5x subsections in your garages, with some being transferable to other Hulls; and all 5x being; Track, Engine, Forward & Rear Armor Plating (as one subsection), Track Armor Plating (or sides), & Belly Armor Plating (under the tank). So maybe if each subsection of the Hull, can be shared between different size hulls, in different ratios depending on the subsection. So say Wasp, Hornet, Hunter & Viking use the same Belly Armor plating, and the Dictator, Titan and Mammoth use the same. The Wasp & Hornet; the Hunter Viking & Dictator; the Titan & Mammoth all use same Engines in each category I just mentioned. I don't quite know how you would divide the Track Hull, Forward/Rear Hull plating among the different Hull sizes. 

 

So as such... instead of simply saying... Upgrade from Hornet M0 to M1 or MU from M0.0 .1 .2 .3 etc all the way to M0.49 than M1.... you could say EACH Subsection replaces each Micro upgrade. So first buy Hornet M0, you have all those subsections at .0, unless one shared with another hull has already been upgraded. So to equal 50x Micro-Upgrades... each subsection can be upgraded 10x times, having 5 subsections, would be 50 micro upgrades. So Hornet M0, You have Track.0, Engine.0, FRAP.0 (Forward/Rear Armor Plating), TAP.0 (Track AP), & BAP.0 (Belly AP). All those can be upgraded 10x. So one player could choose to upgrade his Track.0 to Track.10 and leave the others at .0, and you suddenly have a more versatile Hunter M0 able to turn faster, and contribute to more speed. If you upgrade every other subsection to, say .5 but the Track to Track1.0, and than get the Wasp... your Wasp already comes with Track1.0. 

 

As for the improvements made from the other Subsections of the Hull, those would carry over too, to the applicable hulls. So customization, has unlimited possible combinations. When One Tanki has an improved Subsection for one Hull, and it's available for another Hull they don't Have... they may feel inclined to buy that other hull just to take advantage of the multi use of the subsection. 

 

AND... this is just for HULLS!! 

Use this same idea for having 5x Subsections for EVERY TURRET? This could be A LOT more complicated, with the many different Turrets out there. However, consider some turrets have similarly related weapons systems, they could be made with some Subsections capable of transferring to other turrets anyway. One subsection could be the Barrel. Consider, the Firebird, The Frost, and The Isida could share the same Barrel. Maybe, The Rail and the Shaft could use the same Barrel. Maybe, The Thunder, Smoky and The Hammer could share the same Barrel. Maybe, (big maybe) The Rico and The Twins could share same Barrel. And a VERY unusual maybe, only way to make it work... The Striker and The Vulcan could share same Barrel (consider they have unique Mounting Brackets or something, only thing I can think of to make this set work). The other Subsections for the Hulls could be, possibly; Targeting System, Rotary Hydraulic system, Hull Plating (protecting the Turret), and The Weapon Systems (the only Subsection that only effects ONE turret at a time, as these would be the systems creating the Weapon discharge). All these Subsystems would also have upto 10 levels, at each Mastery Lvl per turret. The developers, if using this idea of Subsystem micro-upgrading, could come up with which turrets the Targeting Subsystem, Rotary Hydraulics, and Hull plating each share in turret groups, but trying to overlap in different groups if possible. 

 

The developers MAY also have to consider all the Numeric Changes each Subsystem MU changes. As it is now? You upgrade from M0.0 to M0.1 and it improve most stats across board for turret or Hull, but in much smaller dividends. With using the Subsystem Micro Upgrades... each Subsystem could improve specific Stats comparable to that Subsystem, and NOT effect the other stats of other subsystems, however, these Dividend in upgrades could be slightly more... sense not all 50 upgrades are effecting each, only 10 effecting each Subsystem, they could increase slightly more per subsystem upgrade. For instance, say I have a M0.19 Vulcan with Weapon System.3, Rotary Hydraulics.1, Targeting.4, Hull.4, Barrel.7 (3+1+4+4+7=19). I decide to Upgrade the Rotary Hydraulics to .2, it improves Rotary Speed, Rotary Acceleration, turret slowdown rate. The Weapon System could improve stats like Increasing Damage (min/max), rate of fire, Impact Force. The Targeting systems could improve Barrel Startup/Slowdown, Auto aim angles (up/down), range of Damage (min/max). The Hull (for turret) could reduce the self heating rate, reduce the Max overheating temp, improve the overall HP of tank. The Barrel could improve the Overheating resistance, the range of Max damage, the time it takes to cool down... sort of idea! 

 

So every Turret own Subsystem upgrades will have similarly stated specific stat improvements for each Subsystem. Even though, those Subsystems can be cross used on other Turrets if applicable, would have different improvments to stats depending on the specific uniqueness of each turret, and same with hull subsystems. Overall HP could include different Subsystems, mainly those on the Hull Subsystems of Front/Rear Hull Plating, and Track Hull Plating, and the type of Turret and Hull chosen can all contribute to the Overall HP of the tank. 

 

As for how this relates to that mentioned of PvZ;GW? Maybe different Subsystem improvements can be included in different Random Rewards, for missions, and maybe other finds. IF they introduced a Subsystem idea I mention here, into Tanki, they could possibly introduce a new supply not like any other supply drop. Not a supply you access as a Shortcut key to boost, but per map, per game... an unused box color with a alternate color question mark. Make these rare in a battle, only so much will randomly drop. You don't know what's in them when you first find them, but they could be a small amount of a Supply, as well a free Subsystem upgrade. So if it's a Turret Barrel upgrade, when you get it, you apply it to whatever Turret Barrel Subsystem you want, and it upgrades that one subsystem level (from .2 to .3, not 1.0 to 2.0), but only manageable in the Garage. So when you first pick up a Random supply box, it can tell you "Received Turret Barrel Upgrade" it does NOT upgrade the Turret Barrel you are currently using at that time, but available for you to choose when you get back to Garage. 

 

Also... having Tank Subsystems for Hulls and Turrets, could also make a more creative look to the Tanki Garage. Many race care games out there that show cool looking Garages where you upgrade your racecar inside... have that cool custom look for your Tanki Garage depending how you improve your Tanki Subsystems. 

 

As for all of the Number adjustments? and what each subsystem upgrade improves for each Hull and Turret subsystems? That would probably have to be up to the developers! Hopefully this idea gets them thinking! However, if your have any Turret or Hull at M0 level, NO subsytem under that Turret or Hull can go higher than 1.0. If any Turret/Hull is M1, than the subsystems can only go to Lvl 2. Once All 5x Subsystems on either Turret/Hull reach the next same level, that Turret/Hull increases to M2, and so on. If you have multiple Turrets/Hulls that can use the same subsystem, and one or the other is higher level M1-4, than what ever level you can up grade that Subsystem to on one Turret/Hull may not be allowed for another, it only allows the highest level available for each Turret/Hull per M0-4 levels.

 

Also, creating a different Micro upgrade system, grouping the different upgrades in Subsystems, maybe allow for each Subsystem to package different Upgrades. So if You just bought a M1 Vulcan, and already wanna improve the Subsystem Barrel to 2.0, you can do so, costing a package deal, but take much longer...so you get discount in spending the CRY in bulk for the Subsystem upgrade, but you wait a much longer time for the subsystem to be available, and until than, it's left at the currently used 1.0 level that came with Vulcan M1. Maybe you upgrade the Barrel to 1.3, than you buy the remaining .7 upgrades in discount... it takes long time for the remaining .7 upgrades to be improved, but you get a discount buying the 7 upgrades vs buying them 7 at a time, however the wait time is, maybe comparable to 5-6 of them, congruently. So meanwhile waiting for Barrel 2.0 for Vulcan M1, you currently have Barrel 1.3 for the Vulcan M1.3 (remember the M micro upgrade number reps how many total subsystem upgrades fall under that M upgrade level). 

 

What does everyone think of making Subsystem upgrades a Reality, similar to the Micro Upgrades currently used? Allowing one to more personalize their customization progress on their Tank, Turrets and Hulls alike??

Would you...

Please...

LIKE THIS

Below...

\/\/   

\\//   

\/    

There, I fixed it

Share this post


Link to post
Share on other sites

Guys, make use of spoilers please. Quoting a really long message is unnecessary, and it makes the topic harder to follow.

 


 

I'm not sure I'd like this idea in TO very much. Tanki Online is meant to be easy-to-play, and the newer updates are taking this game in the opposite direction.

Share this post


Link to post
Share on other sites

Guys, make use of spoilers please. Quoting a really long message is unnecessary, and it makes the topic harder to follow.

 


 

I'm not sure I'd like this idea in TO very much. Tanki Online is meant to be easy-to-play, and the newer updates are taking this game in the opposite direction.

This is one of those things to keep people playing. What if you get really lucky and before you unlock your first M1 you get all the pieces to a piece of M2 equipment, then to be able to build it for a possibly great discount instead of waiting for sales? I feel it just gives obtaining equipment a more interesting touch other than saving up forever.

 

(I'm getting M2 Viking when the next sales come around)

Share this post


Link to post
Share on other sites

Please...

LIKE THIS

Below...

\/\/   

\\//   

\/    

The I&S is underqualified for your EPIC post. Your talents lie beyond the spectrum of our limited human imagination. You should definitely try your luck with the nearest art gallery. GL

Share this post


Link to post
Share on other sites

I love the idea. It's similar to many video games that work on a "salvage" or "equipment building" system. If you played a game called SAS4, there's a very similar system, except instead of needing blueprints, you need a material called alloy, which allows you to craft equipment. However, you need to meet the level requirements for the item in question and you also need a lot of alloy.

 

Still, I love the idea. :)

Share this post


Link to post
Share on other sites

As somebody said above, it sounds too much like TX (which isn't a good thing...).

It's over complicating things..

How is it complicated? You just pick a card after each battle, and you can build equipment when you get every part you need. Simple as that.

 

I'd love to see the coding behind it, though o.O

Share this post


Link to post
Share on other sites

How is it complicated? You just pick a card after each battle, and you can build equipment when you get every part you need. Simple as that.

 

I'd love to see the coding behind it, though o.O

It's over complicated for TO...If you want all this fancy stuff, go to TX.

Share this post


Link to post
Share on other sites

I really dont see this happening in TO. Maybe there should be a supply crate feature where for every 15 minutes you stay in a battle and finish it with your team winning (or being first in dm) you get a bonus crate. If you stay in a 15 minute battle from the start, when it ends youll get a supply crate. You get 4 from a 60 minute game but if you join 10 minutes in youll only get 3.

 

A crate can contain

 

(common)

5 of each supply, 1 RK.

1 piece of a turret/hull

250 crystals

 

(uncommon)

10 of each supply, 3 RK

2 pieces of a turret/hull

750 crystals

 

(rare)

20 pieces of each supply, 5 RK

4 pieces of a turret/hull

2000 crystals

 

(very rare)

50 pieces of each supply, including RK

10 pieces of a turret hull

15000 crystals

3 gold boxes

1 XT piece 

 

 

Also, for your turret parts giving a discount on the next modification, i would like to change that.

You have to collect 10 parts of a turret/hull to complete it and when you do, you get 1 MU. Not a 500 crystal MU you can easily buy, these are the the last MUs on your turret/hull. Lets say youve gotten 3 MUs this way, it will show your current MUs and +3 next to it. This means that if you have no MUs youll only have to buy 47 MUs to complete it. XT pieces work differently, when you collect 3 of them youll unlock the XT item (only for legends). Any leftover XT pieces can be traded in for crystals.

Share this post


Link to post
Share on other sites

This reminds me of Plants Vs Zombies; Garden Warfare I and II. Well, not II, I haven't played it, only heard of it. On PvZ;GW I, you choose between one of 4 vs 4 plants or zombies units, or creatures, all with unique aspects. 

 

Each of the units had upto 6 or 8 versions of that unit that you could choose from. So in retrospect, their approximately 24 creatures for one side to choose from, categorized under 4 different units, for either side. I'll try and summarize best I could without detailing too much about another game...

Plants for ex, you could choose Any of Pea Shooter (standard shooter), Cactus (long shooter), Chomper (stealth melee), and Sunflower (healer, support fire). With either those, each had 6 or so versions to choose from, if you found all the "Pieces" to each profile card. 

 

Each Unit, had many "Variations" to it, and through play, you earn "Coin" for in game purchases, which you use on random Card Packs. None of a Unit Variations were available to a player, until they completed a whole Profile Card for any Variation. For instance, the PeaShooter, typically shoots Greenpeas at any range, with more impact at close range, still able to hit medium, and long range. Had 8-10 shots available in rapid succession, but had to reload after which took few moments. Variations, only naming, won't go through all the differences of each, were as listed; Fire Pea, Ice Pea,Toxic Pea, Commando Pea, Agent Pea, Law Pea, Plasma Pea. All having different aspects, damage of different abilities, etc. Each profile card would need about 5 different card pieces to complete. Every time you open a new pack of cards, you got about 8-10 different cards, some with profile pieces, some with new abilities, some with new decorations, some with in battle boosts (like Tanki Supplies) etc. 

 

@OP Epic_Space_Mango18...

THIS is what you remind me of. However... I don't know if this would work for Tanki... not to that exact anyway! Not the Randomness. Maybe if Tanki developed a system where every Hull and Turret had multiple parts, and you can upgrade each part in the Garage. Each Upgrade could cost coin. Each Upgrade could be transferable, if compatible. 

 

For instance... You have 7x different Hulls.Maybe not everyone needs reminding, but I'll do so anyway. Wasp, Hornet, Hunter, Viking, Dictator, Titan, Mammoth. So maybe, Wasp and Hornet could be using a 25x chain Track, the Hunter and Viking using a 30x Chain Track, and the Dictator, Titan and Mammoth using a 35x Chain Track. So in your garage, say you have a Wasp, A Hunter, Dictator, and Titan. If you upgrade your 25x Chain track to level 2, it only effects the Wasp in your garage, not your other tanks, cause you don't have the Hornet. Same with if you upgrade the 30x Track, it only effects the Hunter. But if you upgrade the 35 Track in your Garage, it improves the speed for both your Dictator AND your Titan. 

 

So if we went with this... Each hull can break down into 5x subsections in your garages, with some being transferable to other Hulls; and all 5x being; Track, Engine, Forward & Rear Armor Plating (as one subsection), Track Armor Plating (or sides), & Belly Armor Plating (under the tank). So maybe if each subsection of the Hull, can be shared between different size hulls, in different ratios depending on the subsection. So say Wasp, Hornet, Hunter & Viking use the same Belly Armor plating, and the Dictator, Titan and Mammoth use the same. The Wasp & Hornet; the Hunter Viking & Dictator; the Titan & Mammoth all use same Engines in each category I just mentioned. I don't quite know how you would divide the Track Hull, Forward/Rear Hull plating among the different Hull sizes. 

 

So as such... instead of simply saying... Upgrade from Hornet M0 to M1 or MU from M0.0 .1 .2 .3 etc all the way to M0.49 than M1.... you could say EACH Subsection replaces each Micro upgrade. So first buy Hornet M0, you have all those subsections at .0, unless one shared with another hull has already been upgraded. So to equal 50x Micro-Upgrades... each subsection can be upgraded 10x times, having 5 subsections, would be 50 micro upgrades. So Hornet M0, You have Track.0, Engine.0, FRAP.0 (Forward/Rear Armor Plating), TAP.0 (Track AP), & BAP.0 (Belly AP). All those can be upgraded 10x. So one player could choose to upgrade his Track.0 to Track.10 and leave the others at .0, and you suddenly have a more versatile Hunter M0 able to turn faster, and contribute to more speed. If you upgrade every other subsection to, say .5 but the Track to Track1.0, and than get the Wasp... your Wasp already comes with Track1.0. 

 

As for the improvements made from the other Subsections of the Hull, those would carry over too, to the applicable hulls. So customization, has unlimited possible combinations. When One Tanki has an improved Subsection for one Hull, and it's available for another Hull they don't Have... they may feel inclined to buy that other hull just to take advantage of the multi use of the subsection. 

 

AND... this is just for HULLS!! 

Use this same idea for having 5x Subsections for EVERY TURRET? This could be A LOT more complicated, with the many different Turrets out there. However, consider some turrets have similarly related weapons systems, they could be made with some Subsections capable of transferring to other turrets anyway. One subsection could be the Barrel. Consider, the Firebird, The Frost, and The Isida could share the same Barrel. Maybe, The Rail and the Shaft could use the same Barrel. Maybe, The Thunder, Smoky and The Hammer could share the same Barrel. Maybe, (big maybe) The Rico and The Twins could share same Barrel. And a VERY unusual maybe, only way to make it work... The Striker and The Vulcan could share same Barrel (consider they have unique Mounting Brackets or something, only thing I can think of to make this set work). The other Subsections for the Hulls could be, possibly; Targeting System, Rotary Hydraulic system, Hull Plating (protecting the Turret), and The Weapon Systems (the only Subsection that only effects ONE turret at a time, as these would be the systems creating the Weapon discharge). All these Subsystems would also have upto 10 levels, at each Mastery Lvl per turret. The developers, if using this idea of Subsystem micro-upgrading, could come up with which turrets the Targeting Subsystem, Rotary Hydraulics, and Hull plating each share in turret groups, but trying to overlap in different groups if possible. 

 

The developers MAY also have to consider all the Numeric Changes each Subsystem MU changes. As it is now? You upgrade from M0.0 to M0.1 and it improve most stats across board for turret or Hull, but in much smaller dividends. With using the Subsystem Micro Upgrades... each Subsystem could improve specific Stats comparable to that Subsystem, and NOT effect the other stats of other subsystems, however, these Dividend in upgrades could be slightly more... sense not all 50 upgrades are effecting each, only 10 effecting each Subsystem, they could increase slightly more per subsystem upgrade. For instance, say I have a M0.19 Vulcan with Weapon System.3, Rotary Hydraulics.1, Targeting.4, Hull.4, Barrel.7 (3+1+4+4+7=19). I decide to Upgrade the Rotary Hydraulics to .2, it improves Rotary Speed, Rotary Acceleration, turret slowdown rate. The Weapon System could improve stats like Increasing Damage (min/max), rate of fire, Impact Force. The Targeting systems could improve Barrel Startup/Slowdown, Auto aim angles (up/down), range of Damage (min/max). The Hull (for turret) could reduce the self heating rate, reduce the Max overheating temp, improve the overall HP of tank. The Barrel could improve the Overheating resistance, the range of Max damage, the time it takes to cool down... sort of idea! 

 

So every Turret own Subsystem upgrades will have similarly stated specific stat improvements for each Subsystem. Even though, those Subsystems can be cross used on other Turrets if applicable, would have different improvments to stats depending on the specific uniqueness of each turret, and same with hull subsystems. Overall HP could include different Subsystems, mainly those on the Hull Subsystems of Front/Rear Hull Plating, and Track Hull Plating, and the type of Turret and Hull chosen can all contribute to the Overall HP of the tank. 

 

As for how this relates to that mentioned of PvZ;GW? Maybe different Subsystem improvements can be included in different Random Rewards, for missions, and maybe other finds. IF they introduced a Subsystem idea I mention here, into Tanki, they could possibly introduce a new supply not like any other supply drop. Not a supply you access as a Shortcut key to boost, but per map, per game... an unused box color with a alternate color question mark. Make these rare in a battle, only so much will randomly drop. You don't know what's in them when you first find them, but they could be a small amount of a Supply, as well a free Subsystem upgrade. So if it's a Turret Barrel upgrade, when you get it, you apply it to whatever Turret Barrel Subsystem you want, and it upgrades that one subsystem level (from .2 to .3, not 1.0 to 2.0), but only manageable in the Garage. So when you first pick up a Random supply box, it can tell you "Received Turret Barrel Upgrade" it does NOT upgrade the Turret Barrel you are currently using at that time, but available for you to choose when you get back to Garage. 

 

Also... having Tank Subsystems for Hulls and Turrets, could also make a more creative look to the Tanki Garage. Many race care games out there that show cool looking Garages where you upgrade your racecar inside... have that cool custom look for your Tanki Garage depending how you improve your Tanki Subsystems. 

 

As for all of the Number adjustments? and what each subsystem upgrade improves for each Hull and Turret subsystems? That would probably have to be up to the developers! Hopefully this idea gets them thinking! However, if your have any Turret or Hull at M0 level, NO subsytem under that Turret or Hull can go higher than 1.0. If any Turret/Hull is M1, than the subsystems can only go to Lvl 2. Once All 5x Subsystems on either Turret/Hull reach the next same level, that Turret/Hull increases to M2, and so on. If you have multiple Turrets/Hulls that can use the same subsystem, and one or the other is higher level M1-4, than what ever level you can up grade that Subsystem to on one Turret/Hull may not be allowed for another, it only allows the highest level available for each Turret/Hull per M0-4 levels.

 

Also, creating a different Micro upgrade system, grouping the different upgrades in Subsystems, maybe allow for each Subsystem to package different Upgrades. So if You just bought a M1 Vulcan, and already wanna improve the Subsystem Barrel to 2.0, you can do so, costing a package deal, but take much longer...so you get discount in spending the CRY in bulk for the Subsystem upgrade, but you wait a much longer time for the subsystem to be available, and until than, it's left at the currently used 1.0 level that came with Vulcan M1. Maybe you upgrade the Barrel to 1.3, than you buy the remaining .7 upgrades in discount... it takes long time for the remaining .7 upgrades to be improved, but you get a discount buying the 7 upgrades vs buying them 7 at a time, however the wait time is, maybe comparable to 5-6 of them, congruently. So meanwhile waiting for Barrel 2.0 for Vulcan M1, you currently have Barrel 1.3 for the Vulcan M1.3 (remember the M micro upgrade number reps how many total subsystem upgrades fall under that M upgrade level). 

 

What does everyone think of making Subsystem upgrades a Reality, similar to the Micro Upgrades currently used? Allowing one to more personalize their customization progress on their Tank, Turrets and Hulls alike??

 

Would you...

Please...

LIKE THIS

Below...

\/\/   

\\//   

\/    

 

Damon, how long did it take you to type in all that :D

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...