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REAL Drones


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This is a pretty big and outlandish idea, and most people might not like it, but here it goes.
 
​I would like to propose the addition of small, armed, airborne, fully controllable combat drones.
Ground based combat might get boring after a while, so this idea really should add a whole lot to the game and spice it up.
 
To start, there are two classes, "Attacker Drones" for air-to-ground strikes, and "Fighter Drones" for air-to-air combat. 
 
Controls will be slightly more complex than tank control, utilizing both arrow keys and WASD but I believe I've thought this through. 
 
 
UP ARROW: Pitch Up
DOWN ARROW: Pitch Down
RIGHT ARROW: Yaw Right
LEFT ARROW: Yaw Left
D: Roll Right
A: Roll Left
 

24w56px.png


W: Increase Throttle
S: Decrease Throttle
SPACE: Use Weapon

 

​Now you've got the controls visualized, lets see how these things work. Each Combat drone will not destroy your wallet, they shouldn't be that expensive, so everyone, who can manage their crystals well, can buy one. However, they still require 3 Batteries to use. They do take a little while to become available, so you can't use them right as you spawn. Once they are all charged up and ready to go, you can press a button (one for Fighter Drones and one for Attacker Drones) and everyone will get a little notification that a drone is going up. After activating the Combat drone, you have 5 seconds to get your tank in a position you'd be conformable in, after that you're in the air! (for 50 seconds).

 

Now we should look at each type of Combat drone in-depth;

 

Attacker Drones

i50n6h.png

 

​The main type of Combat drone, not exactly lighting fast or super maneuverable, these are equipped with hard-points for un-guided rockets to attack ground targets. It's tactical use is damaging important hard-to-reach targets.

 

Armament: 6x Striker single shots (non re-loadable) 

Damage:

0/20: 360-480

20/20: 790-970

 

Rocket Speed:

0/20: 500

20/20: 700

 

Pause Between Launches: 

0/20: 2.5

20/20: 1.8

 

Drone Speed:

0/20: 120 m/s

20/20: 125 m/s

 

Drone Armor:

0/20: 500

20/20: 700

 

 

Fighter Drones

1057dc8.png

 

Fighter drones are the second class of Combat Drones, there main goal is to intercept and destroy attacker drones before they reach your allies. Fighters are faster, and more maneuverable than Attackers, at the expense of armor.

 

Armament: 1x Vulcan 

Damage: 

0/20: 345/sec

20/20: 690/sec

 

Time Until Overheat:

0/20: 9 sec

20/20: 12 sec

 

Drone Speed:

0/20: 150 m/s

20/20: 175 m/s

 

Drone Armor:

0/20: 400

20/20: 600

 

Ok, now let's rap it up with a bit more info. Your equipped protection does not carry on to your Combat Drone. If a tank has protection against striker/vulcan, that protection is not changed. I think Combat Drones should get their own hanger, like, outside on a runway, or something. Your equipped paint does carry on to your Combat Drone. Ground fire CAN destroy your drone; Shaft can snipe you, Magnum can hit you, Striker and Gauss can lock-on and destroy you. (remember my "Sentry" AA-like turret idea? Yeah, that's why I made it, cos' I've been thinking of this every since)

 

 

 

 

 

 

 

 

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Declined

 

Doesn't really fit the game. Developers want Tanki to specifically be about tanks, not air support, stationary turrets, infantry, etc.

 

Also, how are players supposed to counter being attacked by this drone? Other than Magnum, none if the turrets are suited to shoot at flying targets, so such drones would be nothing but a nuisance and won't add anything positive to the gameplay.

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Under review

 

Doesn't really fit the game. Developers want Tanki to specifically be about tanks, not air support, stationary turrets, infantry, etc.

 

Also, how are players supposed to counter being attacked by this drone? Other than Magnum, none if the turrets are suited to shoot at flying targets, so such drones would be nothing but a nuisance and won't add anything positive to the gameplay.

if shaft, striker, and gauss are high up enough, and drones are low enough, lock-on auto-aim might be able to do the rest, a vulcan might be a good CIWS if its up high enough, having lots of auto-aim to begin with. In the extremely unlikely case that CAS is considered, I don't see why magnum shouldn't get some sort of air-burst/flak ammo alteration. As far as tank protection is considered, you can still equip vulcan/striker protection if you want, but terrain and props will be your best bet

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C'mon-this clearly doesn't fit with anything else in Tanki. You are saying to make melee's and short ranged turrets obsolete, and to extend the height of all maps-plus making it harder to view the map.

Ever had someone sneak-up on you?-This would be you too OP if a drone ever tried to sneak up.

I don't see this happening without Tanki totally changing the game.

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