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Classes and Skills for classes


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Have you ever thought about adding classes in the game? There could be the following:

  • Assault
  • Sniper
  • Machine

So the basic idea could be that you get class which you upgraded the most. Now you are questioning what you upgraded the most? I think you should add as well the skills in the game. There could be skills tab by the garage icon. When you open "Skills" you have  options to choose ( amount of the classes ). You can upgrade sniper, assault or Machine. It can look like skill tree.

 

So, the following skills for assault class should be:

  • Decreasing reload speed ( Turret )
  1. -10% ( 250 000 CRY )
  2. -20% ( 500 000 CRY )
  • Upgrading Speed ( Hull )
  1. +10% ( 300 000 CRY )
  2. +20% ( 700 000 CRY )
  • Additional buff
  1. Imortality to 1st shot taken ( from time you spawn, 1 000 000 CRY )

Following skills for sniper class:

  • Upgrading efficiency range ( Turret )
  1. +10% ( 50 000 CRY )
  2. +50% ( 500 000 CRY )
  • Increasing turning speed and acceleration ( Hull )
  1. +20% ( 200 000 CRY )
  2. +35% ( 500 000 CRY )
  • Additional buff
  1. Impact force +100% ( 1 000 000 CRY )

Following skills for Machine class:

  • Increased Impact force ( Turret )
  1. +50% ( 250 000 CRY )
  2. +100% ( 500 CRY )
  • Increased Weight and Power ( Hull )
  1. +30% ( 100 000 CRY )
  2. +50% ( 500 000 CRY )
  • Additional buff
  1. ( CTF ) If standing 5 lengths ( of your own tank ) from your teams flag you get +5% DMG +10% Reload speed ( 1 000 000 CRY )
  2. ( CP,DM,TDM ) Stand by any tank ( Enemy or Team mate, 2 lengths of your own tank ) you get + 10% DMG ( 1 000 000 CRY )

Now you might be thinking like "Hey we already got alterations in the game, why would we need some similar tweaks with different name?" The thing is that these bonuses should make permanent changes to your tank that will be implemented to ANY weapon/turret you use + you can add alterations which will make them ( turrets ) super changed and altered just the way someone wants. Now the prices i mentioned above are just my opinion and are probably too big/small, because i really dont got any ideas of how much crystals can tanker earn and how fast. I think you have  those informations and that you can make the price more adapted into game. Of course more of the skills can be added and more ideas can flow here at this topic so yeah, I hope you take a look at my idea and maybe consider it and test it. Thank you

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Under review

While I like the overall idea of defining classes, I do think that it does not work in a game like Tanki.

In the games where such concepts are used, you usually choose your class first, and then on your way through the game you keep new gear that suits your class, while you drop/sell gear that does not. In this game you can be both - for an example, I own a Wasp+Freeze (typical attack combo) as well as a Titan+Twins (typical defense combo). And when I play Titan-Twins then I like to have the defense settings, whilie I desperately need the speed for my freeze+Wasp combo (especially since they took Wasps acceleration away and made it a slow duck pedaling in a thick swap).

 

So.. I set it under review for the while beeing, but actually I think it is something that does not fit the game, and I like to decline it. But maybe other players see other aspects to it.. so I am not sure enough yet, to set it as declined.

let's wait and see a bit.

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During account creation:

 

Player picks from

-Fast attack (then picks Wasp or Hornet)

-Versatile Fighter (Medium Hulls)

-Heavy Defenders (Titan, Mammoth)

 

Once set - a player can only use hulls in that class for the life of the account.

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During account creation:

 

Player picks from

-Fast attack (then picks Wasp or Hornet)

-Versatile Fighter (Medium Hulls)

-Heavy Defenders (Titan, Mammoth)

 

Once set - a player can only use hulls in that class for the life of the account.

So if I choose "Fast attack" when I create my account I will never have the chance of using anything else but hornet and wasp. This means I have no way of experiencing the different gameplay that medium and heavy hulls can offer. I don't like the idea because it limits our options in terms of gameplay. It would be a better idea if certain classes would offer certain bonuses, but at the same time, we would still be able to use any hull we want/need.

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So if I choose "Fast attack" when I create my account I will never have the chance of using anything else but hornet and wasp. This means I have no way of experiencing the different gameplay that medium and heavy hulls can offer. I don't like the idea because it limits our options in terms of gameplay. It would be a better idea if certain classes would offer certain bonuses, but at the same time, we would still be able to use any hull we want/need.

Yeah - like creating characters in an RPG. Play as a wizzard. Create a new character to play as a thief

 

Edit - now I see XxPAX beat me to it and fleshed out the idea a bit further.

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Under review

 

While I like the overall idea of defining classes, I do think that it does not work in a game like Tanki.

 

In the games where such concepts are used, you usually choose your class first, and then on your way through the game you keep new gear that suits your class, while you drop/sell gear that does not. In this game you can be both - for an example, I own a Wasp+Freeze (typical attack combo) as well as a Titan+Twins (typical defense combo). And when I play Titan-Twins then I like to have the defense settings, whilie I desperately need the speed for my freeze+Wasp combo (especially since they took Wasps acceleration away and made it a slow duck pedaling in a thick swap).

 

So.. I set it under review for the while beeing, but actually I think it is something that does not fit the game, and I like to decline it. But maybe other players see other aspects to it.. so I am not sure enough yet, to set it as declined.

let's wait and see a bit.

Not sure if you understood my idea. You get all the buffs you bought but only your class changes ( only name and icon ), you get all the buffs for all the upgrades, you dont lose like sniper one if you are assault :)

 

EDIT: Or you can make it like tanker chooses class before match ( when matchamking system comes out, all tankers before battle need to select class beofre the start, and only the upgrades in the following class should be implemented in battle )

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Good idea, but no longer relevant due to introduction of things like alterations, drones and overdrives, which cover most of the functionality described in the idea.

 

Idea invalid. Closed.

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