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Tell us your cool ideas for new «Overdrives»


theFiringHand
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overdrive ideas:

1. make it rain gold boxes, for example if 10 players in game, drop 10 gold boxes

2. explosions to cause damage to nearby enemy tanks

3. Teleport:  when you use overdrive you will teleport to furthest flag, meaning you can jump directly to enemy's flag or if you have the flag you can teleport home.

4. Flying tanks, lets you fly for 30 seconds to leap buildings, trenches, bridges etc, and maybe catch gold

5. ghost mode, able to drive through buildings and other tanks

6. hyper speed

 

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Literal overdrive makes for faster acceleration, so a future overdrive could increase tank acceleration and top speed (a lot, like 2-3X) for a little while.

 

What fun to see Titans zooming to the point, Dictators zipping up ramps, and Wasps flying around like bullets.

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I would like a overdrive that gives you invisibility for a limited time until you take a flag or shoot.  If someone shoots at you while invisible then you will still stay invisible.  This would be great for sneaking around XD

 

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It would be cool when you activate Overdrive to be like that M-M-MONSTER KILL from Fool's day except that your tank will not explode. That's my idea.

Edited by XxX_Zavor_XxX

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Hello guys, I also have ideas:-

-The overdrive mode can only be used once in every battle.

-It affects only the activator.

-It is available right from start of battle and remains till the end of battle (if the player has not used it).

 

I want the activation keys to be Shift + Z.

 

If you like it please tell me.

Actually I got this idea because I am a Pokémon Fan. This features I metioned for overdrive are of Z-moves in pokémon.

Edited by BestestPokemoMaster
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Hello guys, I also have ideas:-

-The overdrive mode can only be used once in every battle.

-It affects only the activator.

-It is available right from start of battle and remains till the end of battle (if the player has not used it).

Limited number of Overdrives is a good idea too. If devs don't like my idea or KillerAssasin3's idea, they should at least do this, but maybe give 3 Overdrives to each player.

 

But if you join after minute 10 you'll get 2, and if you join after minute 5 only get 1.

 


 

My ideas:

 

 

 

 

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 whether to get close to you or not. Maybe key number 6 should be used for these and then a second press of key 6 activates the Overdos... I mean Overdrive. The Gold Box key could be moved to key 9.
 
- When overdrive is fully charged the the box should light blue.
 
- This could be experimented first with a filter to activate or deactivate.
 

 
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.
 
- This two should become new special supplies, but only for use with Overdose. You'll get them when you get your rewards of weekly mission, other rewards from 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.

 


 

IDEA 5
 
- 1 in 10 chance that your tank will selfdestruct instantly when you use or receive an Overdose (Overdrive).
 
- 1 in 5 chance that your tank will selfdestruct instantly during Gold Box drop when you use or receive an Overdose
 
That will prevent too much drugging when Gold Boxes drop.
 

 

 

 

KillerAssassin3's idea:

 

 

 

 

The only way this feature would work is listed below:
 
1. Remove all the changes you made regarding zero supply mode and disable it in pro battles.
 
2. Now that it's back to what it was like back in May festivities, go ahead and make the following changes:
 
To ensure that no one double drugs, make it counter act with individual supplies:
 
· Speed boosts and mines cost 25% of the charge.
· Double armor and double damages cost 50% of the charge.
· Repair kits will cost 100% of the charge.
 
To ensure that no team stack supply duration one after another:
 
· If one person activates the zero supply mode, any teammate that was nearby at the time won't be able to use it even if it's at 100% until after the cooldown.
· The cooldown will start the moment the supply effects have worn off and will last around 60 seconds.
· Overdrive will also have negative percentages that go on forever. Ex: say you are at 0% at the moment in battle and you use a speed boost, well, now you are at -25%. which means, it will take that much longer to fill up your overdrive. which also applies to the supplies at their respective cost.
 
Honestly, my idea for the zero supply is much better, and will not ruin gameplay
 
Obviously, this is the only idea with little to no flaws at all towards the zero supply 
 

 

 

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I think tanki is drucked. Players seem to like it, so be it.

 

The only way I can think overdrive could be fun, is if the enemy uses more than a certain amount of drugs, you get an overdrive for free to compensate. If your team uses more than that certain amount then your opponent gets overdrive to compensate.

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It would be better if the progress bar charged over time and not kills and caps(as u mentioned), but I would like to see the only other boost for the progress bar happening when your tank is destroyed within X amount of seconds of re-spawning. So if a team is getting spawn-killed, on average that teams' Overdrive bar charges much faster than the enemy. Would give them a chance of a fightback.

 

Overdrives could be used to rebalance off-putting, uneven battles that give a bad impression of this game..... if it was implemented right.

 

About the dominant team suppressing an enemy with the “neutralizer” Overdrive. It's unlikely you'd be able to suppress enough enemies while you're away from your own base to make it worthwhile using the Overdrive “neutralizer” instead of the “boost”. As you'd need to get in amongst them before hitting them with the overdrive (to affect as many enemies as possible). The team that's getting owned is unlikely to have a bunched-up defence due to the respawn zones being spread out cos the non-PRO maps are generally bigger. The best use of it would be to stop packs of attacking druggers.

"Suppress" - Bad choice of word on my part.

 

By suppress i meant spawn-kill so the team never gets to 100%. if they keep dying they are not doing much.

Current situation it takes forever based only on time. The killing and capping speeds it up a lot.

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Let's be honest, any "Overdrive" they put in will be - at best - like using makeup to cover up an axe wound. More likely it wil end up being a second blow from the axe. So IMO it doesn't matter what Tanki does with "Overdrive". Tanki is dead meat on a stick. At least outside Russia it is. Dig:

 

https://mmohuts.com/news/crossout-review-2017/

 

Video down the page a bit

 

https://mmos.com/review/crossout

 

Tanki is not a game, It is a combat engine. This is a game, It gives you the combat engine plus something to do to creatively develop your game position over time. Tanki isn't even in the same class. R.I.P.

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Let's be honest, any "Overdrive" they put in will be - at best - like using makeup to cover up an axe wound. More likely it wil end up being a second blow from the axe. So IMO it doesn't matter what Tanki does with "Overdrive". Tanki is dead meat on a stick. At least outside Russia it is. Dig:

 

https://mmohuts.com/news/crossout-review-2017/

 

Video down the page a bit

 

https://mmos.com/review/crossout

 

Tanki is not a game, It is a combat engine. This is a game, It gives you the combat engine plus something to do to creatively develop your game position over time. Tanki isn't even in the same class. R.I.P.

Unfortunately all "Developers" moves made this game slip away from "Combat" (played by teenagers and adults) to "Fantasy" (played by kids and teenagers).

 

As you can see, requests are for Gold Boxes rain, nuclear bomb, invisible body, drugs doubling (LOL), flowers, aliens and whatever a kid's brain can elaborate.

 

You can see Magnums (the latest "Toy") everywhere: in close combat, in small maps, in toilette...

 

Average player skills went... under-underground.

 

And chat are basically in Russian only nowadays :wacko:

 

Pity...

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I would like an Overdrive ability where our tanks can transform into robots and have a punch battle.

 

Or an Overdrive ability for team battles where we release mini drones so we can scout out enemy bases. Of course if the enemy team notices they can destroy them. Just like R6.

 

Or one that increases your tank's speed by 30% again, just like Nitrous (can be combined too!).

 

Or one that releases a pulse and makes enemies glow red, revealing their location to the person who used the ability.

 

Or one that has a shield that temporarily blocks enemy damage, however, if too much damage is sustained the shield goes away.

 

Or one that puts on an invisible cloak, but still makes the tank noticeable due to the "rippling" effect.

 

Or one that when activated stuns tanks in an area.

 

Or one that allows a tank to come back from the dead, but has a distinct smoke around it to indicate it's using the ability. If dead whilst using all 3 supplies, the revived tank does NOT come back with the supplies. 

 

Or one that releases 2 mini tank clones, that drive around but do nothing. 

 

Or an ability that multiplies XP earned twice fold. But only for a time being. 

 

(Wonder where I got these ideas from  :ph34r: )

 

However, imo, to make sure things don't get out of balance supplies only last for 10 seconds when combined with the abilities. 

Edited by NewbieCake

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I would like an Overdrive ability where our tanks can transform into robots and have a punch battle.

 

Or an Overdrive ability for team battles where we release mini drones so we can scout out enemy bases. Of course if the enemy team notices they can destroy them. Just like R6.

 

Or one that increases your tank's speed by 30% again, just like Nitrous (can be combined too!).

 

Or one that releases a pulse and makes enemies glow red, revealing their location to the person who used the ability.

 

Or one that has a shield that temporarily blocks enemy damage, however, if too much damage is sustained the shield goes away.

 

Or one that puts on an invisible cloak, but still makes the tank noticeable due to the "rippling" effect.

 

Or one that when activated stuns tanks in an area.

 

Or one that allows a tank to come back from the dead, but has a distinct smoke around it to indicate it's using the ability. If dead whilst using all 3 supplies, the revived tank does NOT come back with the supplies. 

 

Or one that releases 2 mini tank clones, that drive around but do nothing. 

 

Or an ability that multiplies XP earned twice fold. But only for a time being. 

 

(Wonder where I got these ideas from  :ph34r: )

 

However, imo, to make sure things don't get out of balance supplies only last for 10 seconds when combined with the abilities. 

:wacko: :wacko: :wacko: :wacko: :wacko:

 

At this point I want Overdrive to:

 

- make me coffee in the morning

- slowly and proportionally increase sunlight

- smell clothes if need change

- prepare 2 eggs sunny side up with sausages and beans (important: proper cooking!!!)

- switch on New Age music

- switch on PC

- open Tanki Online

- find out that only adult players are allowed

 

-_-

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Chameleon skin - blends in your tank if you keep still - not totally invisible but harder to see from range

 

 

:wacko: :wacko: :wacko: :wacko: :wacko:

 

At this point I want Overdrive to:

 

- make me coffee in the morning
- slowly and proportionally increase sunlight
- smell clothes if need change
- prepare 2 eggs sunny side up with sausages and beans (important: proper cooking!!!)
- switch on New Age music
- switch on PC
- open Tanki Online
- find out that only adult players are allowed

 

-_-


the adult players only server would be good - not having to listen to whiny kids `giving it large` :D

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Fair battles : M1 Battles , M2 battles , M3 battles, and m4 , and M0 battles  too 

But if an m0 is upgraded with 5 he  cant play  with m0's 

If an m1 is upgraded with 5 he  cant play with m1

...

...

... 

I think u know what mean this "..." 

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-when activating get a few seconds of invisibility (but not invulnerability). I mean that if someone shoots to there the invisible player should recive damage and the shoter should see the number of the amount of damage.

also could be not absolutely invisible but hard to notice

-when activating get a few seconds of x4 damage, x4 armor or x4 speed randomly.

 

 

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