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Tell us your cool ideas for new «Overdrives»


theFiringHand
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1) Unfortunately very few players in this game care about skills, tactics and team cooperation. Most players simply come to kick ass for a while during their free time. They don't care about clans, friends, voice communication or any kind of complications - they just want to enter a battle and play. And with that kind of mindset supplies are a very necessary thing, since players mostly act on their own, and a single player won't be able to do anything in a team battle without supplies.

 

2) Also, supplies give players a sense of power, like a temporary feeling of awesomeness. Like literally being on drugs or something. Kinda like this:

 

 

giphy.gif

 

 

 

And what makes you think supplies can't be linked with skill? If you ignore the fact that buying more supplies gives you superiority over free players, supplies are all about timing, correct order or activation and smart combination with battle drops. So if the system was reworked to remove the P2W aspect, supplies would become a great gameplay feature, regardless of how devs adjust them (overdrives or whatever).

1) Totally agree. Unfortunately Devs' choice to increase drug usage called for a decrease in average age. The attitude you mentioned is typically juvenile. And kids get bored easily... leaving the game soon...

 

2) Well explained. The Super Mario feeling is caused by finding tanks so much weaker (400%) and so much slower (actually more than 130% because being drugged you can afford to use the fast wasp), so that one feels a great player in killing one after the other. So: A) skills are forgotten as it is so easy to go on a straight line, just remove obstacles and regenerate health; B) drugs and skills will go together only when all players will have access to the same amount of drugs. Then people will be forced to train intelligence, which is what kids find "boring".

 

Like in real life: most drugs will enhance body results, but will hinder brain functions. You are strong, you go for brutal force. You are weak, all you got is your brain.

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                                       New Overdrive 

 

(There should be Supplies dropper)

 

(The "0 Supplie mode should be permanent)

 

(And I know this is not about the topic but We should be able to buy Clan License and Gold Boxes for Crystals...)

 

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Bear in mind - what ever the tanki team is suggesting, is to earn more money! And don't you think tanks as become more greedy with each upgrade? So be careful what you wish for!

 

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This is by far the most clever that I found but I would like to add more details to this..

 

Changing of equipment to pre-selected equipment for as long as you don't use the overdrive again / change from the garage.

 

Some of the scenarios where this will be useful:
Imagine you have Wasp / Hornet but find yourself in a spot where a bunch of opponents are coming to steal the flag, you can use the new overdrive power to change to pre-selected alternate equipment kit and increase your chance to defend the flag.

 

Imagine a different scenario, you have Titan / Mammoth, and you find yourself in a position to steal the flag, but at the "immensely high speed" of these hulls they (opponents) will ultimately drug and stop you (until you are really OP-ed and/or a huge druggie or have way too many isidas to help you). With new overdrive power, you change to pre-selected alternate equipment kit and increase your chance to run away with the flag.

 

I found that most other ideas will make TO more one-sided and/or druggie friendly.

  • Flying will result in huge lag.
  • More gold boxes take sheen away for competition and more often than not some people (gold-diggers) are there only for that but remain inactive otherwise.
  • Dealing damage to nearby tanks will make battles boring. 2 to 3 attackers or defenders (all with this power at full level) will make it a living hell for non-drug loving tankers and non-buyers.
  • Killing all nearby tanks will do same as dealing damage to nearby tanks. More and more battles will start getting tied.

 

Also please please please restrict the number of drugs that a player can use in each battle. I know it is a source of income for Tanki Online but developers should understand that any buyer with better equipment or premium account will have a way higher probability of earning more crystals from each battle anyways. You add tonnes of drugs to that and many players become almost invincible.

Edited by abhimanyu_TURBO
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Hi Cedric,

 

My idea would be to have options when overdrive charges. You could then pick which version of overdrive you wanted to use by hitting different keys. The different versions might be something like this:

1. The current version = all supplies activated + nearby tanks.

2. Immune to all damage for 7 seconds (that's a long time to take no damage, but you could figure out how long is appropriate). Would be like an extra-strength health supply.

3. Double (or increased) rate of fire for the length of a usual supply. (with other supplies on, this would be formidable). 

4. Place a regenerating mine = For the length of a supply, the mine spot would continually be mined. If one tank hits it, a new mine is immediately there to hit the next tank.

5. Jump hack for only a few seconds. (a legal jump hack!). This would be nice for gold boxes (imagine everyone jumping), and for getting over obstacles, on top of remote places, etc.

6. Tank flipper. If you are upside down, you could flip yourself back and regenerate health.

7. Quantum transporter = aim it like a laser beam on a wall etc all the way across the map, and you can travel to the flat ground in front of that spot instantaneously (this is weird, but I'm just brainstorming).

8. Invisibility cloak (Harry Potter style). Allows you to be invisible for a short time, but you still can shoot others and can still take damage if they happen to hit you. You could decide whether flags are still visible, whether laser beams from shaft and striker are still visible, and streaks from magnum...

 

 

Note, for all of these, people should have the ability to turn the overdrive feature off in a map so people have to play without it. But I think at least using some of my ideas here would make it fun! 

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The "Overdrive" system could have something like obtaining triple supplies, but with a small probability of getting it, so that players get more exited about hitting the 100%.

 

Also, in case you guys want to troll on April Fool's day, maybe giving the Overdrive a small chance of teleporting the player to a random place.

 

 

 

 

 

Buff moar tha magnum >:D

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The Overdrive should stay as it is, but there should be some extra features that you can add to your OWN Overdrive in the garage, like special perks that you can buy with crystals. One perk can be added for free into your layout, so that you have Double Attack, Double Defense, Double Speed, Mine, Health Regen, and another perk, but then if you want another perk you will have to replace one of your current perks with another. For instance, you could take out Double Defense and replace it with Devastation (Number 4). Perks four, eight, nine and ten are not able to be activated for your nearby teammates, only yourself. Be noted that these perks should be EXPENSIVE, as much as buying an alteration, around 50,000 crystals. That may seem like a lot, but once you read the details, you may understand why and why that balances these perks out a little bit. Here are some of my ideas:

 

1.) (Gun Rammer) A perk where your reload time for any turret is decreased by half. For turrets like Freeze, Firebird, Ricochet, and Isida, regeneration is twice as fast. 

 

2.) (Electrocution) A perk where if you are touching any enemy tanks upon activation, that tank will receive an electrocution shock and will kill them instantly. Watch out however, it can kill your teammates too if you are touching them upon activation.

 

3.) (Gun Laying Drive) A perk where either your angle range is increased or your projectile range is increased.

For single shot turrets that can shoot all the way across any distance (ie. Smoky, Railgun, Shaft, Vulcan, etc.), if your shot is not exactly lined up with the target, you shot will still hit, because your width angle is increased from none to an angle of 10 degrees. Also, projectile gun elevation and depression is increased.

For turrets that have a certain range (ie. Freeze, Firebird, Isida, Ricochet, etc.), your projectile range is doubled. For turrets that do less damage from longer ranges, your damage is consistent no matter what the range.

 

4.) (Devastation) A perk where upon activation, a yellow flag is placed in your location. Upon any given time, you hold Shift for five seconds, and a single missile strike will strike the flag. The splash radius is around the LENGTHS of five wasps, in radius. However, the enemy can remove the flag by standing over the flag and holding shift for 5 seconds, and the flag is removed and the player earns experience. The missile does around 3000-6000 damage within the ENTIRE radius, and teammates and enemies can be damaged, including yourself.

 

5.) (Experience Collector) A perk where, upon activation, until the effects of the Overdrive where off, each kill made by either your team or the enemy team will deliver the kill experience to your XP bar, like as if you made the kill. The experience will not be taken from the actual killer, just added to yours.

 

6.) (Optical Vision) A perk that has two alterations: either an alteration that, upon activation, displays the health bar of an enemy vehicle upon when the gamertag is seen, like how you view your teammates, or an alteration that highlights the enemy in rainbow colors and the colors show through all obstacles.

 

7.) (Boomerang) A perk where when a shot hits you, the shot will bounce back and hit the target. This is a very good perk because if a Shaft is spawn camping, if the victim activates the Overdrive that has this perk equipped, the victim will survive and the Shaft will not feel as well as he did before. The damage does not lower for the ricochet, and the shell velocity will not change. So if a ricochet hits a target with Boomerang, the shot will bounce right back but the tank can have some time to move out of the way, unlike turrets like the railgun, where if the railgun hits a Boomerang, the shot will pretty much be instantly absorbed by the attacker.

 

8.) (Portable Vulcan) A perk where a mini vulcan is added to the front or back of the hull, depending on the hull and where the turret is positioned. The gun will fire automatically at your opponents, doing the same amount of damage as a Vulcan that has the same model as the hull. A hornet M2 will grant a Vulcan M2 damage.

 

9.) (Shield) A perk where a blue shield resembling a sphere will be wrapped around your tank. It will be around 2 wasp LENGTHS in radius. Your teammates may enter the shield and be immune, and if your shield hits an enemy, they will be knocked back a considerable amount, and they can be flipped over, but they cannot be knocked off the edge of the map.

 

10.) (Black Box) A Perk that creates a huge 3D black box around your tank that is 5 wasp LENGTHS in radius. This is a good strategy when your teammates are getting hammered because when you activate it, no shot can enter, so it gives your teammates around 10 seconds to try and recover. This is great if you have an isida. However, the box is open-topped, so an enemy tank can jump in. Also, an enemy tank can be trapped in with you if you use it.

 

 

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This is not about overdrive but instead of gold box to increase value on holidays you should drop multiple gold boxes of equivalent value e.g. 5k gold box drop 5 1k golds instead so everyone gets some a gold box rain :)

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Following my IDEA 1, I have some few other suggestions:

 


 

IDEA 2

 

- Instead of calling it Overdrive or Zero Supply, the name should be Overdose (OD)

 

- Overdose Self Destruction

 

After 40 seconds of activating Overdose, whether you did or others shared it with you, your tank will selfdestruct. (die)

 

- At second 35 your tank could start shaking or sparking, meaning the end is near.

 

That will be the downside of OD and it will introduce another dynamic to its use.

 


 

IDEA 3

 

- Apart from OD activating all supplies, there should also be two special features.

 

- Helium Balloon

 

If you use OD when you're flipped or falling upside down a helium balloon will be deployed to put you upright.

 

- Hang Glider

 

If you use OD after a jump a hang glider will be deployed so you can use it to glide your tank.

 

(New) - Maybe this two can become new special supplies, but only for use with Overdose. You'll get them when you get your rewards of weekly mission, other rewards like events and when you buy Supply Kits, without extra charges. Not for individual purchase and no special keys to use them. (for many reasons)

 


 

IDEA 4

 

Give prizes to the best ideas, like 10 of all supplies to the best, 5 to the second and third, 3 from the forth to the tenth. Whether implement or not.

 


 

Here is my IDEA 1 updated:

 

 

 

 

IDEA 1

 

- Kills and captures will have no effect in the charge of Overdrive.
 
- Battle Balancing Effect
 
In team battles, it should charge faster for members of the team that has less players. If a battle is 10v9 (100 to 90%), the team with 9 players should see their overdrive charge 10% faster; in 4v3 (100 to 75%), the team with 3 players should see their charge 25% faster.
 
- Drug Addiction Rehabilitation Effect
 
If you don't use supplies, either from garage, pick ups or Overdrive sharing, the charge should charge at full 100% speed (after the Battle Balancing Effect). Each 1 (20%) of the 5 (100%) supplies will slow down the charge for 40 seconds. If you use or pick up one supply the charge will be slowed by 20% for 40 seconds; if you use 3 supplies the charge will slow down by 60 %; if you use 5 supplies because an Overdrive sharing your charge will slowdown 100% for 40 seconds, meaning no charge at all for 40 seconds; and if you had a previous slow down going on that will mean that your charge will become negative (decrease in charge). This effect will allow the SCD to have a more linear cooldown numbers.
 
- The charge can continue up to 400% so you can save Overdrive for later use. That means there will be an Overdrive cooldown as well. And there should be a negative charge up to -400%
 
- No initial cooldown on supplies.
 
- No after death or self destruction cooldown.
 
- For all these to work there should be a sign that let your team mates know you have 100% charge ready to use, maybe you can activate that sign with the 0 key. They'll decide weather to get close to you or not. Maybe key number 6 should be used for these and second press of key 6 activates the Overdos... I mean Overdrive. The Gold Box key could be moved to key 8 or 9.
 
- When overdrive is fully charged the the box should light blue.
 
- This could be experimented first with a filter to activate or deactivate.

 

 

 

Edited by D.a.n.t.e

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It would be cool to have overdirves that: freeze or burn all enemy tanks in the radius, cause a big explosion killing all tanks in raidus

(now's your chance mults) or makes all the tanks around you have low gravity (kinda like that one test box from vlog).

also overdirves should work as equipables from garage. You choose wich overdrive to get. I think that overdrives should charge differently

depending on the effects, so that less effective ones should be more availabe than powerful ones.

 

thanks for reading see you all. :)

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I think for about 30 seconds, you hull and turret would upgrade one major upgrade, like for an example if you were m1 and you used overdrive you would be m2 for 30 seconds. Please consider my idea.

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IDEA 5

 

- 1 in 10 chance that your tank will selfdestruct instantly when you use Overdose (Overdrive).

 

- 1 in 5 chance that your tank will selfdestruct instantly during Gold Box drop.

 

That will prevent too much drugging when Gold Boxes drop and may include shared Overdose.

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There should be a feature that allows you to change equipment in battle.
Like this: you hit a certain button, select what you want to equip, and then hit confirm and it changes equipment without self-destructing.

 

There should also be a 10 minute supply feature.
Like this: you hit the button for the supply you want and it lasts for 10 minutes.

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ok like i have said else where , I found that i was killed way too much and could not even get a hit on some tanks . it took me over a hour to just do the basic missions . i did not even attempt to go for the larger missions due to the fact of the kills against me as soon as we spond in battles or when we had no drugs to use on pick ups or even in between change overs. when your a higher ranks you need to play as best you can . what I also found were less players doing pro battles cause of the free drugs system.

 

I'm fully against this system , you might want to think about the cost that players are now saving due to less drugs being bought , less items used from garage means less cash spend in tanki..

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A special overdrive for the map massacre!

 

Whenever you hit it, crystal boxes will drop on the side of the map you are on, but damage boxes and repair kits will drop on the other side of the map.

 

Examples:  

 

You are on the blue team in blue territory, you hit the overdrive and the damage boxes drop on the red side slightly in advance of crystal boxes drop in blue territory, the massacre begins.

 

You are on the blue team but in red territory, you hit the overdrive and the crystal boxes drop in red while the damage boxes drop in blue territory, making it so it won't be a constant spawn massacre.  -OR- Maybe to really keep from spawn kills, you are on the blue team but in red territory, you hit the overdrive and the crystal boxes plus the damage and repair boxes drop in blue, making everyone move towards the blue territory.

Edited by tankiyya
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I'm not talking about how the current version should change. I'm asking you to suggest completely new mechanics? What kind of weird stuff can we get your tanks to do?

add invisibility that lasts for a few second but if a enemy activates it anyone (invisible enemy player) within a certain radius becomes visible again  this will make you be able to lose the (pesky enemy's that are chasing you when you have the flag) 

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drop gold 1.5x as often for 5 min ( alone overdrive

 

 

 

(the following all in one overdrive that effects surounding tanks)  or just your own turret

 

moe splash damage for thunder

 

more length for richocite and twins projectiles

 

faster rotation for shaft in sniper mode

 

higher chance of critical damage for smoky

 

higher healing rate for isida

 

extra projectile for striker

 

1-5% beter freeze and buurn effects of firebird and freeze

 

5-10% faster rotation for vulcan

 

and for magnum i dont know.

maybe it shows u a firing path of the projectile while u r aiming ypur weapon

Edited by Nemesis_Pro_TO_2.0
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