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Add more module slots, possibly limit the total % protection


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Note: I have some new ideas and I'll incorporated them to this idea later.

 


 
Quadruple Protection System
 
quad1.png
 
The idea behind this system is to allow non-buyers to stay competitive even with less invested crystals in the system and at the same time allow buyers to have an advantage. Later I'll add other images, make some editions and try to explain it. The prices could be different.
 
Triple or Quadruple?
 
This idea can work with both: a quad system with 40% for each protection or a triple system with 50% for each protection.
 
How it works?
 
It consists of empty single modules where you can load any protection you need. You only buy, upgrade and micro upgrade the empty modules not the protections. Any protection would have the protection value of the module when loaded.
 
Benefits:
 
The benefits over the current system is that you'd need to work with 3 or 4 modules instead of 14.
 
The system is a little complex but I think it could be made intuitive to the user.
 
Reasons for a quadruple protection system:
 

Way back when we had unique protection modules and only 9 turrets, but after micro-upgrades, the effective limit for protections was 50% against 3 different turrets.

(yes jaguar had 10% vs 6 turrets, and picasso had a 4th protection from freeze etc.,  but the effect was spread too thin to cause issues.)



This meant at any given time players could have significant protection from one third of the possible choices of weapons.

Then tanki started adding turrets, bringing the total to 13, while keeping the allowed effective protections at 3.

This less than 1/4 protection ratio from any given choice of turrets has caused tankers to be constantly faced with battles where they can be one-shotted by the 5 most powerful turrets (Magnum, hammer, thunder, shaft, and railgun), and only have the option of protecting from 3 of them, (and that's not even assuming they are wanting protection for mid-to-close range fighting against the over time damage dealers instead)

The overall effect is much shorter "time to kill", and reduced self-balancing of the game (when one weapon was overly strong, players could just have it as a primary protection until the developers fixed it.)

While fast paced kills are fun, there is a line where you cross into spawn killing frustration, (particularly with the aforementioned one-shot weapons, as it leaves players not even a glimmer of  a chance to respond and bring their reactions to bear.)

Therefore, simply allow one more module protection, and the problem should mostly fix itself.

Plus, when more people have protections from the powerful weapons, maybe the underplayed striker will be more evenly turned to for long range damaging.

 

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I think this is a bit overpowered;

 

1. To reach with the 3 modules to the max of 50% protection, it takes a long way

2. With this idea you can have 4 protection modules all same % until 40% (which also takes forever)

3. Can start from scratch with those 4 modules...

 

I would definetly choose 4 protection modules, more chances to survive, is not like you face a whole team of just 3 turrets. 

 

4. Upgrading the slots and not the modules is just so so so cheap, I think just trashes the idea of having the individual protection modules of the recent update. 

 

But this idea would be nice, partially (the 4 modules) for tankers until a certain rank. Or maybe not  :huh:

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nice idea, I fully support it :)

link

 

 

[..]

For quad modules -> with the new protection system I would allow tripple as well as quad modules.

But while a tripple module just plugs in your individual protections, the use of a quad module would reduce each of the plugged protections (single protection value in quad module = original single protection value x 0,6).

 

So

  • So if your single protections would be 50%,50%,50% and 50%

    => you can choose between equipping

    • tripple [50%, 50%, 50%]
    • or quad [30%,30%,30%,30%]
  • or if all your single protections would be 50% 40% 35% and 20%

    => you can choose between equipping

    • tripple [50%,40%,35%]
    • or quad [30%, 24%, 21% and 12%]

      (as 50%x0.6=30%; 40%x0.6=24%, ...)

(but anyways I am a fan of lower protection ratings. Those should not render turrets useless.. but only less effective IMHO. and fighting vs a 35% is almost useless, as you die, and die, and die. Somewhere the struggle for diversity turns into boringness too)

 

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Thanks for the feedback. 

 

The prices would be different and may require other price changes. If you have an idea about prices, feel free to share.

 

I was thinking...

 

M0 = 5% for 500

M1 = 10% for 5,000

M2 = 20% for 50,000

M3 = 30% for 500,000

M3.10 = 40% for 5,000,000 more

 

but I think that's too much.

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I would not change the prices; and I would use the same modules which the players already own.

But if they switch to a 3 module setup, then they get the full protection out of each module;

and when they switch to a 4 module setup, each protection is reduced to x0.6

 

So everything can stay the same.. it's just an additional degree of freedom, paired with balance

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This will make it absurdly OP.

 

Any protection above 30% guarantees that you won't die from that specific turret. There is actually almost difference between 40% and 50% and this will create another Lumberjack type paint. 

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I think this is a bit overpowered;

 

1. To reach with the 3 modules to the max of 50% protection, it takes a long way

2. With this idea you can have 4 protection modules all same % until 40% (which also takes forever)

3. Can start from scratch with those 4 modules...

 

I would definetly choose 4 protection modules, more chances to survive, is not like you face a whole team of just 3 turrets. 

 

4. Upgrading the slots and not the modules is just so so so cheap, I think just trashes the idea of having the individual protection modules of the recent update. 

 

But this idea would be nice, partially (the 4 modules) for tankers until a certain rank. Or maybe not  :huh:

1. Yes, with the 3 modules it will take a long time to fully MU all 14 protections and you'll spend 9,800,000 crystals. My idea can cost the same or more or less, but you can work with each of the 4 modules individually, meaning you can have the first module at 40%, while you are working on the others.

 

2. Like I said in 1. you can prioritize one module over the others.

 

3. ?

 

4. The prices would be different to not make the system cheap.

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Way back when we had unique protection modules and only 9 turrets, but after micro-upgrades, the effective limit for protections was 50% against 3 different turrets.

(yes jaguar had 10% vs 6 turrets, and picasso had a 4th protection from freeze etc.,  but the effect was spread too thin to cause issues.)



This meant at any given time players could have significant protection from one third of the possible choices of weapons.

Then tanki started adding turrets, bringing the total to 13, while keeping the allowed effective protections at 3.

This less than 1/4 protection ratio from any given choice of turrets has caused tankers to be constantly faced with battles where they can be one-shotted by the 5 most powerful turrets (Magnum, hammer, thunder, shaft, and railgun), and only have the option of protecting from 3 of them, (and that's not even assuming they are wanting protection for mid-to-close range fighting against the over time damage dealers instead)

The overall effect is much shorter "time to kill", and reduced self-balancing of the game (when one weapon was overly strong, players could just have it as a primary protection until the developers fixed it.)

While fast paced kills are fun, there is a line where you cross into spawn killing frustration, (particularly with the aforementioned one-shot weapons, as it leaves players not even a glimmer of  a chance to respond and bring their reactions to bear.)

Therefore, simply allow one more module protection, and the problem should mostly fix itself.

Plus, when more people have protections from the powerful weapons, maybe the underplayed striker will be more evenly turned to for long range damaging.

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4 is fine in my opinion and we even had it before, some even had more even if the amount of protection they protected us from were quite low.

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Either with 3 slots or 4 I think this is would be a better module system.

 

Buyers can have all 3 or 4 modules fully MUed will non buyers can fully MU 1 or 2 modules and use them against the most damaging tank(s) in battles. That way if played well, non buyers can still be competitive.

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I concur.   (and ya have to give it to RIDDLER - always consistent ;)  )

 

m0 = /

m1 = 10%

m2 = 20%

m3 = 30%

m4 = 35%

To be honest, this might seem a little bit extreme, but, I really think that even 30% for 4 modules at once at M4 would suffice.

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I think they should do this and cut all protections to half. 


Quadruple modules would need to have a maximum of 50% protection, not 40%.

50% is way too high; it literally renders weapons totally useless. The max should be 25%. 


This is enough to make a difference but not a breaking one. 

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You are wrong because developers planned to have 50% protection for three turrets. If weapons were useless like you said at 50% protection modules, developers would have lowered it already to 25%.

 

Developers have recently updated the damage parameter of Smoky and Striker.

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