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Supply bar needs to be full to use a supply


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I've got an idea that could be interesting to try. It is somewhat similar to the zero supply mode, but different enough that I think could be a good improvement to the current supply system.

How Does It Work?
Each supply has a bar that needs to be filled before the supply can be used. It is similar to the current cool-down, but instead of (only) time it requires performing the appropriate action. So

Repair Kit: The bar would be filled by getting your own tank destroyed. The more times to die, the more quickly you can use another repair kit.
Double Damage: The bar would be filled by shooting other tanks. The more you damage enemy tanks, the more quickly your can use another double damage.
Double Armour: The bar would be filled by getting shot by other tanks. The more they shoot you, the more quickly you can use another double armour.
Speed Boost: The bar would be filled by... moving? I'm not sure if that's feasible or it'd be too much trouble. Maybe speed boost can simply take time to fill up.
Mine: I really think that mines should simply get a cool-down, I think they are alright just as they are.

In a normal 15 minute battle, a player should be able to use her most used supply no more than 5-10 times. Activating a supply still costs one garage supply, it isn't free.

What Do We Achieve?
First, people can't simply join a standard battle and start drugging as if there were no tomorrow. Therefore, standard battles are more suitable to casual players and new players, as well as being a place were those who enjoy drug wars and those who dislike supplies can meet together in peace. A player not using supplies would not be too much of a burden to her team, while a player using as many supplies as possible wouldn't immediately turn the tides.

Second, it is easier for the losing team to recover. If there is one team that is clearly owning the other, guess what? The winning team will be able to use more double damages, but the losing team will be able to use more double armours and repair kits. So it'll be easier for them to turn the tides. That might help balance battles a bit and change the current situation where people abandon losing teams as rats abandon a sinking ship (no offence meant here, I just like the image).

Third, it might help balance repair kits for light and heavy hulls. It is a known issue that currently repair kits benefit heavy hulls more than light hulls. But with this system, my guess is that light hulls will get to use repair kit more often than heavy hulls, as they die oftener. So that might mitigate the difference a bit.

Bonus Feature! No more snipers who one-shoot you and then hide behind a wall to use a repair kit. Now, snipers need to die a few times before using a repair kit, just like anyone else. So kiss immortal snipers good-bye! (unless they have an Isida friend)

What Happens If We Want Zero-Supply Mode Back?
This might be an interesting tweak to the proposed system. If been thinking that, if a player manages to get the bars of all five supplies full at the same time (which requires shooting other tanks, being shot, and being destroyed), then the player can activate the zero-supply thingie (or at least a watered-down version of it that doesn't affect allies) without using any supplies of her own. Obviously in a normal game people shouldn't be able to do that more than once, maybe twice. I think it might be helpful for those who are low on supplies. I don't know, it's just an idea.

And Last But Not Least
Before you tell me, "if you don't like drugs, just go to pro-battles," please read the following lines, as this is the only place where I'll be answering such argument.

First, I do like supplies. I think that they are a fun, cool feature of the game. Moreover, they are an important way of revenue for Tanki. However, I also think that supplies are all fun and games until somebody starts using them non-stop. I have no patience or liking for drug-wars.

Second, I'm not trying to do away with drug-wars. I think that both drug-wars and drug-free battles have a place in Tanki and that they should be respected. The option to use the current supply system should remain in pro-battles, just as there is an option to disable supplies and an option to disable cool-downs. What I am trying to do is to create space for a group of people who, like me, enjoy using supplies when they are used sparingly.

Third, I think that standard battles are the proper place for this system because standard battles is where casual players and new players go. It seems to me that players who enjoy drug-wars are pretty dedicated players, for whom buying pro passes and premium shouldn't be an issue. Likewise, no-supply mode is specific enough that should be kept as a pro setting. However, neither premium nor pro passes are really worth it for the casual player, and if the casual player finds that she can only join drug-wars, which she neither enjoys nor has the resources to compete in, guess what? She will leave. For new players it is similar. I've been playing with a master-sergeant account, and people seem to be using a lot of supplies in low-ranked battles nowadays That is certainly not inviting to new players who are learning to manage their tank and have just realised that there is something called supplies. If it had been like that when I first started playing, I doubt that I would be here today.

So, in sum, while I think that drug-wars and drug-free battles are legitimate and should be respected, I think that the system that I'm proposing is better suited to standard battles because it is more friendly for the casual and new players. Besides, it can be a nice middle-point where those who don't want to use supplies and those who like using as many as possible can play together in peace and harmony.

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Under Review

 

I admit I didn't read the whole thing yet, but so far it seems like this will benefit heavy druggers even more, since shooting and getting shot at a lot will allow them to use supplies faster and thus get an advantage.

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Under Review

 

I admit I didn't read the whole thing yet, but so far it seems like this will benefit heavy druggers even more, since shooting and getting shot at a lot will allow them to use supplies faster and thus get an advantage.

It turned out to be a lot longer than I was originally expecting.

 

I understand what you mean, and it is a valid concern. That's what happened with the zero-supply mode actually. But I think that the key is to make the bars go up slow enough so that one player can't simply use one supply after another. Currently, you can use one double damage every 40 seconds. Give it another 20 seconds for cool-downs, and you can use 15 in a 15-minute battle. Ideally, the bars should fill up slowly enough so that you only get to use a maximum of 10. And, of course, that will mean that you get to use a smaller amount of the other supplies. If you are popping double damage and shooting everybody before they can shoot you, well, then you'll get shot less and the bar for double armour will fill slowly. At least, that's the reasoning behind.

 

Moreover, it will not be possible to just keep using double damage + double armour and just pop a repair kit every time you're about to die, because if you don't die, the bar for repair kit doesn't fill up.

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If you like to limit the effect of drugs on your bar...

... then you could limit the effect of drugs on your bar :)

(pun, pun, pun :) )

 

What do I mean?

I mean, if you score points with a DP equipped, then the effect on your bar will be only 50% of the normal effect.

If you have a DP and a DA equipped, then the effect on your bar will be only 25% (0,5 x 0,5)

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I rarely use supplies I collected. With drugging  becoming so common, no upgrade or skill matters any more. 

 

Drugs are killing Tanki now ... 

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