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Concept of Double Augment in Battles!


oOo.Aryan.oOo

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Just like an additional protection module slot which we got earlier in Tanki , I want to propose another Augment Slot (needs to unlocked in exchange of Tankoins in order to maintain balance) for Turrets, which will allow players to  switch Augments simultaneously without changing equipment just like the same mechanism of supplies.

Suppose we allot  'V' as the key to toggle between the  2 augments.

For Example, I am using Isida in battle with 'Support Nanobots' augment healing (upscaled) my team mates on the cost of damage (downgraded) , but suddenly a situation arises where I am alone and opponent players are attacking me as well as they are chasing my team-mate(Flag-bearer) having low health so if I have 'Vampire Nanobots' as my additional augment I will quickly press 'V' key in order to finish them off and switch again to 'Support Nanobots' in order to heal the Flag-Bearer quickly.

You can make number of combination to support and enhance your gameplay such as 'Wyvern Shells' and 'Vacuum Shells' for thunder etc.

This will surely affect the gameplay that we have currently. This can become the New attraction of buyers to spend money to get this Luxurious Advantage in the battlefield and to ensure the game balance its price should be  high like 50 000 Tankoins , Exotic item in UC, eSports Reward etc.

 

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Declined 

Firstly, developers turned down the concept of dual augments in the past days, commenting that it won't be beneficial for the MM in a long run.

Secondly, this will make a player real OP in the battlefield, you can play offensive and defensive at any time. For changing the augments, the concept of presets planned in the future will aid the issue a bit, with the user being able to change combos mid-battle along with augments maybe.

Thirdly, the price is too high, if so, only mega buyers would be able to afford it which increases the gap between buyers and f2p.

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On 12/12/2022 at 7:32 PM, NikmanGT said:

Declined 

Firstly, developers turned down the concept of dual augments in the past days, commenting that it won't be beneficial for the MM in a long run.

Secondly, this will make a player real OP in the battlefield, you can play offensive and defensive at any time. For changing the augments, the concept of presets planned in the future will aid the issue a bit, with the user being able to change combos mid-battle along with augments maybe.

Thirdly, the price is too high, if so, only mega buyers would be able to afford it which increases the gap between buyers and f2p.

I'm not sure if my point will still hold true, but I'm guessing the majority of the players wont like to have to master yet another feature.

Alot of other issues would come up.

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It would make balancing augments practically impossible. A lot of augments rely on being powerful in some situations, while underpowered in others. Take Hyperspeed Thunder for example — it's OP for long range and useless in close range. So if you combine it with a close range augment like Vacuum Shells, suddenly you have an insanely powerful combo with no disadvantages besides needing to switch between two augments.

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On 12/13/2022 at 9:02 AM, NikmanGT said:

Firstly, developers turned down the concept of dual augments in the past days, commenting that it won't be beneficial for the MM in a long run.

Okay I did'nt know about that news but still it is tentative, maybe this can become the need of game in the later part.

On 12/13/2022 at 9:02 AM, NikmanGT said:

you can play offensive and defensive at any time.

That is the main aim of this idea. In most of the sport you can play both defensive and offensive simultaneously, but at the end it depends upon  the nature of players and strategy of the combat to follow their respective mode of playing. Let's take example of Cricket sometimes in this game the batsman play very aggressively, but when need arises to play in defensive mode for strategical purposes players do not hesitate to shift instantly into it for the sake of wining the match and when the match approaches to the end they again shift to aggressive mode to cope up the pressure. So they have to keep both the option open.

So apart from having both the facility to play both defensive and offensive at the same time/battle, the inclination of player (tanker) towards the respective playing style will depend upon his/her native  style in which he/she feels more comfortable as well as skilled, need of the battle ,  scenario of combat etc.

I dont want players to play either 100% Defensive or 100% Offensive. I want them to play mix of both, like 60% Defensive and 40% Offensive in the same battle. This will also help us to cope up with the situation when  we are matched in a MM battle where all the  players in a team are either attackers or defenders.

On 12/13/2022 at 9:02 AM, NikmanGT said:

For changing the augments, the concept of presets planned in the future will aid the issue a bit, with the user being able to change combos mid-battle along with augments maybe.

It is still not clear what they will do as far as augments are concerned. The main aim of presets is to save time in changing equipments if our equipment is not suitable for the map or in current situation of battle we can just change it in 1 sec apart from choosing different hull , turret , drone etc in 40 secs.

My idea is different than that of Presets, Presets is more like quality of life update in the game whereas my Idea focuses on changing the dynamics of the game.

On 12/13/2022 at 9:02 AM, NikmanGT said:

Thirdly, the price is too high, if so, only mega buyers would be able to afford it which increases the gap between buyers and f2p.

This issue can be solved very easily, I proposed 50,000 tankoins (it is fictious amount). The Tanki Online team which is responsible for taking the decision of economics will handle it. Well I will answer the solution to this problem in the message which I will quote to answer Maf's concern.

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On 12/13/2022 at 9:02 AM, NikmanGT said:

increases the gap between buyers and f2p.

On 12/13/2022 at 12:32 PM, Maf said:

t would make balancing augments practically impossible. A lot of augments rely on being powerful in some situations, while underpowered in others. Take Hyperspeed Thunder for example — it's OP for long range and useless in close range. So if you combine it with a close range augment like Vacuum Shells, suddenly you have an insanely powerful combo with no disadvantages besides needing to switch between two augments.

As far as the gap b/w buyers and f2p as well as the issue of balancing of augments is concerned, I have a Joint Set of solution for this.

Set-1: Lets make the cost of additional augment slot a bit lower so that most of player can afford it, for example 500 Tankoins

Set-2: if you guys have noticed I proposed it with a 'Hypothetical Supply Mechanism' just like we have Nuclear Supply to recharge overdrive instantly we can have a similar supply that allows us to switch augments, which will have same rarity level as of this or a bit lower like getting 1 unit from each weekly container. This is manageable because Nuclear Supply did'nt harm the gameplay  that much. Obviously buyers will have them more in number than f2p.

Set-3: As Maf's mentioned that if a players couples up 2 different augments such that they can eliminate the disadvantages of having them, then that players will be insane in battlefield. I am 100% agree with this fact. So to counter that we can categorize augments into 3 classes such as  Normal , Legendary and Exotic. We can apply certain kinds of Restrictions-Mechanism while pairing them for example, we can restrict players from pairing [Exotic + Exotic]  or [Exotic + Legendary] and allow only Exotic + Normal etc.

We can also categorize them on the basis of their nature like Support, Offensive and Defensive or something like that to ensure the game balance.

On 12/13/2022 at 11:15 AM, PirateSpider said:

, but I'm guessing the majority of the players wont like to have to master yet another feature.

Alot of other issues would come up.

I hope most of issues would come to end after you read my previous answers raised by the respectable moderators. Players will love this update because this will give them more freedom in battle and even help to erase the boredom. When Augments update came it had some Pros and some Cons, but after the implementation of Double Augments, most of the Cons will be solved by themselves.

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On 12/12/2022 at 3:51 PM, oOo.Aryan.oOo said:

This can become the New attraction of buyers to spend money to get this Luxurious Advantage in the battlefield

LoL, it's the second time you write with this prosaic way! It's like you're assuming tanki will do any idea someone suggest when they write it will be profitable and EXTREMELY op

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On 12/13/2022 at 5:30 PM, firety31 said:

LoL, it's the second time you write with this prosaic way! It's like you're assuming tanki will do any idea someone suggest when they write it will be profitable and EXTREMELY op

Kindly read all the comments, you will know that idea has been changed slightly. As far as profits of games are concerned, I  earlier stated it to make it only available to limited players to maintain the balance. To ensure the limited players get it you have to add money and luck factor.

And now it has been modified into supply format, so all players can use it. Only difference is buyers will be able to use it more often than f2p.

This idea is not just random. Many players started feeling that giving away OP augments will lead to loss in natural-ness and primary purpose of certain turret. You can look into the conversation between @Kurama_GTi & @frederik123456 in the 12th page of 'eSports Tanki Fund' ,here they are discussing the after effects of everyone(almost) getting vampire nanobots augment.

 

Lightshot screenshot

Although these types of discussion are on their initial level but they are on the correct path. The situation in Tanki regarding augments will get worse, if you extrapolate the situation you will find after 8 months (when most of the players have got at least 1 OP augments for major turrets through Challenge, Funds, Containers etc.) almost every player in a battle will have a OP Augment equipped  and it is even possible many players will club it with Crisis with decent upgrades. You may aware of that  OP augments are known for major advantage as well as major disadvantage which they bring on the table. So we will have to find a way to balance out these things for smoother gameplay. Shaft can never replace Isida , (shaft's healing ability was meant to heal player far away  where isida will take time to reach). This concept can help to retain the main purpose of the turrets.

 

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On 12/13/2022 at 2:51 AM, oOo.Aryan.oOo said:

Players will love this update because this will give them more freedom in battle and even help to erase the boredom.

You sure about that? Have you even asked them what they think about it?

On 12/13/2022 at 2:51 AM, oOo.Aryan.oOo said:

As far as the gap b/w buyers and f2p as well as the issue of balancing of augments is concerned, I have a Joint Set of solution for this.

Set-1: Lets make the cost of additional augment slot a bit lower so that most of player can afford it, for example 500 Tankoins

Set-2: if you guys have noticed I proposed it with a 'Hypothetical Supply Mechanism' just like we have Nuclear Supply to recharge overdrive instantly we can have a similar supply that allows us to switch augments, which will have same rarity level as of this or a bit lower like getting 1 unit from each weekly container. This is manageable because Nuclear Supply did'nt harm the gameplay  that much. Obviously buyers will have them more in number than f2p.

Set-3: As Maf's mentioned that if a players couples up 2 different augments such that they can eliminate the disadvantages of having them, then that players will be insane in battlefield. I am 100% agree with this fact. So to counter that we can categorize augments into 3 classes such as  Normal , Legendary and Exotic. We can apply certain kinds of Restrictions-Mechanism while pairing them for example, we can restrict players from pairing [Exotic + Exotic]  or [Exotic + Legendary] and allow only Exotic + Normal etc.

We can also categorize them on the basis of their nature like Support, Offensive and Defensive or something like that to ensure the game balance.

I hope most of issues would come to end after you read my previous answers raised by the respectable moderators. Players will love this update because this will give them more freedom in battle and even help to erase the boredom. When Augments update came it had some Pros and some Cons, but after the implementation of Double Augments, most of the Cons will be solved by themselves.

That's alot of steps for the devs to take just for a feature that'll not work out in the end and still wont be enough.

On 12/13/2022 at 2:51 AM, oOo.Aryan.oOo said:

So to counter that we can categorize augments into 3 classes such as  Normal , Legendary and Exotic. We can apply certain kinds of Restrictions-Mechanism while pairing them for example, we can restrict players from pairing [Exotic + Exotic]  or [Exotic + Legendary] and allow only Exotic + Normal etc.

We can also categorize them on the basis of their nature like Support, Offensive and Defensive or something like that to ensure the game balance.

I don't think you're getting it. A normal and normal augment combo would suffice enough for the idea to be OP. Take for example railgun augments:

If someone equipped say the LCR and EAS augments. LCR would be used for mid to long range sniping while EAS would be used for short to mid range skirmishes.

I think @TheCongoSpider can name all the combos of the normal class augments and explain why it'd be problematic better than I can.

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