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Tracks, Hovers, Hitpoints, Speed, & Overdrives(The Updated Hulls Idea)


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I developed a new form of hull system that should bring more balance, diversity, and logic. As much as I dislike hovering hulls, this game has already invested a lot into them, and they'll soon be releasing the new Paladin hovering hull. This idea of mine has existed for half a decade or more, and before Crusader got released, I wanted Hopper and Ares to have tracks, and then we'd have a perfect amount of hulls.(That being 9) I had to think of a way to create a system that includes hovering hulls into Tanki Online, and I believe I finally created one. I will begin.

I'll start with tracked and hovering hulls. Hovering hulls were mainly added for Mobile Tanki, because controls were just too hard for mobile on a regular tank, and hovering hulls provide a new form of mobility. When crusader was added, an idea sparked when I saw it had the same speed as Dictator, so, I considered the idea that each tracked hull should have a hovering hull counterpart. Of course, the overdrives will be different, the hitpoints, speed, and mobility will be different, as well as shape.

So, basically, each tracked hull will have a hovering hull that has similar hitpoints and speed, but a different overdrive, different shape, and different mobility, and it should look something like this:

Wasp                  (Hoverer)

Hornet                (Hoverer)

(Tracked)            Hopper

Viking                  Paladin

Hunter                (Hoverer)

Dictator               Crusader

(Tracked)            Ares

Titan                   (Hoverer)

Mammoth         (Hoverer)

 

With this idea in place, we have room to add 7 more hulls, 5 hovering, 2 tracked, with a total of 18 hulls. The Paladin hull isn't fully released yet, and it doesn't HAVE to be tied with Viking, but I just thought it made sense, I mean, look at that lil pattern I made with the list, it looks clean.

Now, with the current way these hulls are set up, I present to you all the hp and speed changes with these hulls:

Wasp                  (Hoverer)        1,000hp - 2,000hp          10m/s - 12m/s

Hornet                (Hoverer)        1,100hp - 2,200hp           9.5m/s - 11.4m/s

(Tracked)            Hopper           1,200hp - 2,400hp           9m/s - 10.8m/s

Viking                  Paladin           1,400hp - 2,800hp            8m/s - 9.6m/s

Hunter                (Hoverer)         1,500hp - 3,000hp            7.5m/s - 9m/s

Dictator               Crusader         1,600hp - 3,200hp            7m/s - 8.4m/s

(Tracked)            Ares                  1,800hp - 3,600hp            6m/s - 7.2m/s

Titan                   (Hoverer)           1,900hp - 3,800hp             5.5m/s - 6.6m/s

Mammoth         (Hoverer)            2,000hp - 4,000hp             5m/s - 6m/s

 

Everything goes from M0-M3 20/20(Mk1-Mk7 20/20). Wasp, Hunter, and Mammoth didn’t receive any stat changes, but I am still putting it up there. Every other hull that got changed was based off the 3 hulls that didn't get changed, and I'm mainly referring to how their speed only increases by 20% when going from M0 to M4.

Each speed for each hull is separated by .5m/s, and the separation between hull classes are 1m/s. As for hp, each hull is separated from each other by 100hp, and each class is separated by 200hp.(Hopefully that made sense)

Last but not least, the Overdrives. Hp separation or not, some overdrives need changing.

 

@Tanker-Arthur shared the following idea with me on how to fix the overdrives and make them more balanced, but at the same time, less annoying to deal with. All these stats are M4 stats, and some stats would need to receive changes depending on the level of the hull. Here are the changes:

Wasp's N2 Bomb

Bomb Damage: 1,000 - Decreases outside the range of maximum damage

Bomb Impact Force: 1,000 - Decreases with further distance

Bomb Radius of Maximum Damage: 15 Meters

Bomb Maximum Blast Radius: 25 Meters

Bomb Delay: 3 Seconds

Bomb Damage bypasses Double Armor and other Resistances.

Overdrive Activation Cooldown: 60 Seconds

Hornet's Scout Radar

Radar Duration: 15 Seconds

Armor-Piercing Duration: 5 Seconds(Any shot the Hornet user fires during these five seconds will automatically bypass Protection Modules, Double Armor, and other resistance boosts.)
Radar Radius: 1000 meters

Overdrive Activation Cooldown: 60 Seconds

Viking's Berserk Reactor

Berserk Mode Turret Reload Decrease: 50%

Berserk Mode Tick-Based Turret Damage Increase: 100%(Occurs for Firebird, Freeze, and Isida)

Overdrive Duration: 10 Seconds

Overdrive Activation Cooldown: 60 Seconds

Hunter's Electromagnetic Pulse

EMP Stun Duration: 2 Seconds

Overdrive Damage: 100

Disables the following Overdrives: Wasp’s Bomb, Hornet’s Radar and Armor Piercing Ammo, Viking’s Berserk Reactor, Hunter’s EMP Warm-Up, Dictator and Allies’ Supplies, Titan’s Shield Generator, Mammoth’s AT Field and Speed and Resistance Boosts

Overdrive Warm-Up: 1 Second

Overdrive Radius: 20 Meters

Overdrive Activation Cooldown: 60 Seconds

Dictator's Supply Overload:

Overdrive Double Armor Duration: 30 Seconds

Overdrive Double Damage Duration: 30 Seconds

Overdrive Speed Boost Duration: 30 Seconds

Overdrive Repair Kit Maximum Duration: 3 Seconds

Mines Planted: 1

Overdrive Radius: 15 Meters

Overdrive Activation Cooldown: 60 Seconds

Titan's Protective Shield Generator

Shield Damage Resistance: 50%

Shield Radius: 20 Meters

Overdrive Shield Duration: 20 Seconds

Overdrive Activation Cooldown: 60 Seconds

Mammoth's AT-Field

Overdrive Speed Increase: 100%

Overdrive Damage Resistance: 25%

Overdrive Effect Immunities: Stunning, Freezing

Overdrive Instant Healing: 500

AT-Field Damage Per Second: 400

AT-Field Radius: 1 Meter

Overdrive Duration: 7 Seconds

Overdrive Activation Cooldown: 60 Seconds

 

Per his words, the overdrive changes are not 100%, and the hovering hull OD changes are not going to be shared as his idea for them is a bit extreme. (They will get changes, including ya boy Hopper). As you can see, the cooldowns are all 60 seconds, the idea is to provide less continuous usages and less unfair gameplay. Obviously, 60 seconds mean overdrives will be used more often in a typical 7-10 minute match, so this cooldown isn't set in stone for now. The overdrives are also less insta-kill-ly, which me and my friend both think is needed, as currently in the game, a very skilled player, even if they are not a buyer, can easily be put down by a simple press of the shift button which is really annoying to have to face.

That's basically it for this idea.

 

Edited by Emeraldcat345
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If you guys are wondering, the overdrive changes all have 60 seconds of cooldown so that overdrive charge rate won't be an issue when it comes up to balancing overdrives.

Also, 60 seconds isn't final, its just a placeholder...maybe, but all hulls will essentially have the same charge rate for their overdrives.

So that no one can complain about stuff like Viking needing an OP overdrive to compensate for a slower charge rate.

 

 

Spoiler

Also, specifically, the overdrive changes came from an idea I shared with Emeraldcat in our personal time. They're actually part of a separate, more radical idea I myself came up with for all the hulls (including hovers) but that kinda stuff seems to advanced to share to the developers for the time being. (It involves more 3D models being made for Hopper, Crusader, Ares, and Paladin lol)

 

Edited by Tanker-Arthur
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I do not like the idea of dividing hit points of light, medium and heavy hulls. Yes, hopper has less speed than wasp, but it has stability advantages, for example. So, I think hulls themselves should stay as they are, but only ODs should be adjusted. The current turret-damage is also calculated for the 3 health categories.

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9 hours ago, mjmj5558 said:

I do not like the idea of dividing hit points of light, medium and heavy hulls. Yes, hopper has less speed than wasp, but it has stability advantages, for example. So, I think hulls themselves should stay as they are, but only ODs should be adjusted. The current turret-damage is also calculated for the 3 health categories.

All hovering hulls have a stability advantage, not just hopper. Hopper can't be knocked on its side like Wasp can but I bet without any friction, can be shot backwards just a bit, messing someone up. All hulls have a different shape too, with different shape comes a different amount of hitpoints, it's safe to say Wasp should have the lowest hp, Hunter would have the center hp, and Mammoth would have the highest hp. Every tracked hull was even ordered in a way where it would go from smallest to biggest hull.

Also, you're right, the current turret damage is calculated by the 3 health categories, which is why I didn't go beyond 1,000hp-2,000hp(2,000hp-4,000hp). As long as the hp stays in between that range, you can change any hull's hp as you please, with the necessary change to its speed, which is what I did. 

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22 hours ago, Emeraldcat345 said:

Titan's Protective Shield Generator

Shield Damage Resistance: 50%

Shield Radius: 20 Meters

Overdrive Shield Duration: 20 Seconds

Overdrive Activation Cooldown: 60 Seconds

Mammoth's AT-Field

Overdrive Speed Increase: 100%

Overdrive Damage Resistance: 25%

Overdrive Effect Immunities: Stunning, Freezing

Overdrive Instant Healing: 500

AT-Field Damage Per Second: 400

AT-Field Radius: 1 Meter

Overdrive Duration: 7 Seconds

Overdrive Activation Cooldown: 60 Seconds

Wow.

If Titan does not have DA on, won't be that hard to kill it in it's dome.

Mammoth... LOL... can't even kill a medium hull - even if it managed to stay in contact for the full 7 seconds.

 

Did you have a typo for Wasp bomb?  1,000 damage?  It's HALF the health of a light hull.  Worse than a mine.

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1 hour ago, wolverine848 said:

Wow.

If Titan does not have DA on, won't be that hard to kill it in it's dome.

Mammoth... LOL... can't even kill a medium hull - even if it managed to stay in contact for the full 7 seconds.

 

Did you have a typo for Wasp bomb?  1,000 damage?  It's HALF the health of a light hull.  Worse than a mine.

I know, super weird to see them not op anymore.

Like I said, nothing is 100% yet, and I'll probably be editing the Overdrive section soon when I'm not busy. 

 

For the time being, it's just to give a general idea to make overdrives less of a reliability.

Edited by Emeraldcat345
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On 9/10/2021 at 12:00 PM, Emeraldcat345 said:

Viking's Berserk Reactor

Berserk Mode Turret Reload Decrease: 50%

Berserk Mode Tick-Based Turret Damage Increase: 100%(Occurs for Firebird, Freeze, and Isida)

Overdrive Duration: 10 Seconds

Overdrive Activation Cooldown: 60 Seconds

10 seconds is too long. Should be 3-4 seconds but with a shorter charge time.

2 hours ago, wolverine848 said:

Did you have a typo for Wasp bomb?  1,000 damage?  It's HALF the health of a light hull.  Worse than a mine.

That's still alot for beyond 15 metres of the epicentre of the explosion.

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3 minutes ago, PirateSpider said:

10 seconds is too long. Should be 3-4 seconds but with a shorter charge time.

That's still alot for beyond 15 metres of the epicentre of the explosion.

I'll have to think more on Viking, so I'll keep that noted.

@wolverine848 does have a point. Bigger bombs? Bigger damage. Basic logic.

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1 minute ago, Emeraldcat345 said:

I'll have to think more on Viking, so I'll keep that noted.

@wolverine848 does have a point. Bigger bombs? Bigger damage. Basic logic.

I would agree only if wasp didn't inflict EMP and stun. The burn and jam can stay though since they're more balanced.

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1 minute ago, PirateSpider said:

I would agree only if wasp didn't inflict EMP and stun. The burn and jam can stay though since they're more balanced.

That I can agree on. I don't think it was intended in the idea that Wasp would be applying EMP and Stun. So, my fault for not being specific.

@Tanker-Arthur is the one who developed the whole idea on the overdrive changes, and there's a lot more to it than the stuff I already posted, and since I was in a rush to get this topic posted, I couldn't add the rest or credit the idea.

So, he and I will be talking and getting the Overdrive section fixed up.

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9 minutes ago, wolverine848 said:

That's the MAX damage as far as I can tell - don't see a number higher. 

Oh, thought it would do 10k at the epicentre and as far as 15 metres, and damage would decrease down to 1000 beyond that.

Sorry if I was wrong here.

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On 9/10/2021 at 11:30 PM, EmeraldCat said:

I developed a new form of hull system that should bring more balance, diversity, and logic. As much as I dislike hovering hulls, this game has already invested a lot into them, and they'll soon be releasing the new Paladin hovering hull. This idea of mine has existed for half a decade or more, and before Crusader got released, I wanted Hopper and Ares to have tracks, and then we'd have a perfect amount of hulls.(That being 9) I had to think of a way to create a system that includes hovering hulls into Tanki Online, and I believe I finally created one. I will begin.

I'll start with tracked and hovering hulls. Hovering hulls were mainly added for Mobile Tanki, because controls were just too hard for mobile on a regular tank, and hovering hulls provide a new form of mobility. When crusader was added, an idea sparked when I saw it had the same speed as Dictator, so, I considered the idea that each tracked hull should have a hovering hull counterpart. Of course, the overdrives will be different, the hitpoints, speed, and mobility will be different, as well as shape.

So, basically, each tracked hull will have a hovering hull that has similar hitpoints and speed, but a different overdrive, different shape, and different mobility, and it should look something like this:

Wasp                  (Hoverer)

Hornet                (Hoverer)

(Tracked)            Hopper

Viking                  Paladin

Hunter                (Hoverer)

Dictator               Crusader

(Tracked)            Ares

Titan                   (Hoverer)

Mammoth         (Hoverer)

 

With this idea in place, we have room to add 7 more hulls, 5 hovering, 2 tracked, with a total of 18 hulls. The Paladin hull isn't fully released yet, and it doesn't HAVE to be tied with Viking, but I just thought it made sense, I mean, look at that lil pattern I made with the list, it looks clean.

Now, with the current way these hulls are set up, I present to you all the hp and speed changes with these hulls:

Wasp                  (Hoverer)        1,000hp - 2,000hp          10m/s - 12m/s

Hornet                (Hoverer)        1,100hp - 2,200hp           9.5m/s - 11.4m/s

(Tracked)            Hopper           1,200hp - 2,400hp           9m/s - 10.8m/s

Viking                  Paladin           1,400hp - 2,800hp            8m/s - 9.6m/s

Hunter                (Hoverer)         1,500hp - 3,000hp            7.5m/s - 9m/s

Dictator               Crusader         1,600hp - 3,200hp            7m/s - 8.4m/s

(Tracked)            Ares                  1,800hp - 3,600hp            6m/s - 7.2m/s

Titan                   (Hoverer)           1,900hp - 3,800hp             5.5m/s - 6.6m/s

Mammoth         (Hoverer)            2,000hp - 4,000hp             5m/s - 6m/s

 

Everything goes from M0-M3 20/20(Mk1-Mk7 20/20). Wasp, Hunter, and Mammoth didn’t receive any stat changes, but I am still putting it up there. Every other hull that got changed was based off the 3 hulls that didn't get changed, and I'm mainly referring to how their speed only increases by 20% when going from M0 to M4.

Each speed for each hull is separated by .5m/s, and the separation between hull classes are 1m/s. As for hp, each hull is separated from each other by 100hp, and each class is separated by 200hp.(Hopefully that made sense)

Last but not least, the Overdrives. Hp separation or not, some overdrives need changing.

 

@Tanker-Arthur shared the following idea with me on how to fix the overdrives and make them more balanced, but at the same time, less annoying to deal with. All these stats are M4 stats, and some stats would need to receive changes depending on the level of the hull. Here are the changes:

Wasp's N2 Bomb

Bomb Damage: 1,000 - Decreases outside the range of maximum damage

Bomb Impact Force: 1,000 - Decreases with further distance

Bomb Radius of Maximum Damage: 15 Meters

Bomb Maximum Blast Radius: 25 Meters

Bomb Delay: 3 Seconds

Bomb Damage bypasses Double Armor and other Resistances.

Overdrive Activation Cooldown: 60 Seconds

Hornet's Scout Radar

Radar Duration: 15 Seconds

Armor-Piercing Duration: 5 Seconds(Any shot the Hornet user fires during these five seconds will automatically bypass Protection Modules, Double Armor, and other resistance boosts.)
Radar Radius: 1000 meters

Overdrive Activation Cooldown: 60 Seconds

Viking's Berserk Reactor

Berserk Mode Turret Reload Decrease: 50%

Berserk Mode Tick-Based Turret Damage Increase: 100%(Occurs for Firebird, Freeze, and Isida)

Overdrive Duration: 10 Seconds

Overdrive Activation Cooldown: 60 Seconds

Hunter's Electromagnetic Pulse

EMP Stun Duration: 2 Seconds

Overdrive Damage: 100

Disables the following Overdrives: Wasp’s Bomb, Hornet’s Radar and Armor Piercing Ammo, Viking’s Berserk Reactor, Hunter’s EMP Warm-Up, Dictator and Allies’ Supplies, Titan’s Shield Generator, Mammoth’s AT Field and Speed and Resistance Boosts

Overdrive Warm-Up: 1 Second

Overdrive Radius: 20 Meters

Overdrive Activation Cooldown: 60 Seconds

Dictator's Supply Overload:

Overdrive Double Armor Duration: 30 Seconds

Overdrive Double Damage Duration: 30 Seconds

Overdrive Speed Boost Duration: 30 Seconds

Overdrive Repair Kit Maximum Duration: 3 Seconds

Mines Planted: 1

Overdrive Radius: 15 Meters

Overdrive Activation Cooldown: 60 Seconds

Titan's Protective Shield Generator

Shield Damage Resistance: 50%

Shield Radius: 20 Meters

Overdrive Shield Duration: 20 Seconds

Overdrive Activation Cooldown: 60 Seconds

Mammoth's AT-Field

Overdrive Speed Increase: 100%

Overdrive Damage Resistance: 25%

Overdrive Effect Immunities: Stunning, Freezing

Overdrive Instant Healing: 500

AT-Field Damage Per Second: 400

AT-Field Radius: 1 Meter

Overdrive Duration: 7 Seconds

Overdrive Activation Cooldown: 60 Seconds

 

Per his words, the overdrive changes are not 100%, and the hovering hull OD changes are not going to be shared as his idea for them is a bit extreme. (They will get changes, including ya boy Hopper). As you can see, the cooldowns are all 60 seconds, the idea is to provide less continuous usages and less unfair gameplay. Obviously, 60 seconds mean overdrives will be used more often in a typical 7-10 minute match, so this cooldown isn't set in stone for now. The overdrives are also less insta-kill-ly, which me and my friend both think is needed, as currently in the game, a very skilled player, even if they are not a buyer, can easily be put down by a simple press of the shift button which is really annoying to have to face.

That's basically it for this idea.

 

I disagree. Why we should change something where it is already has passed the testing phases and everybody in tankionline likes it. Thus, IMO there is no real request for this change among whole players because they all are fine with this system. No need to make any change where it is already working well.

Furthermore, somethings in TankiOnline are unique features meaning that touching them might lead to negative effects. For example, IMO a wasp hull should always remain on Tracked shaped tank but also a hopper hull should always stay on the hoverer shaped tank. you (devs) know it better what exactly I am pointing on.

Edited by SulfuricAcid

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