Battle tanks unforunately becomes Titan Wars during the event of late game. You might get the odd maniac or 2 keeping a Sky Fortress instead but all-in-all the effect is still the same, an utterly boring end to what was probebly a fantastic game. Couple this with mass supercells and you have the most mundane game in existance. Super Titan Wars yay!
Well here is the thing. Aside from mere skill damage, the biggest reason to choose Titans/Infernal/Sky late game is their massive HP/Armor advantage over other tanks. Other tanks really don't stand a realistic chance unless you are up against complete nubs. This pretty much forces everyone to eventually follow suit and buy the same crap over as well.
Personally I think battle tanks will be much more interesting late game if we allow other tanks to participate. The only way to do that would be to increase their Hp and armor respectively. I have a few suggestions here that might be able to do that, without causing imbalance to the game at any stage. I chose to only upgrade HP and armor, skills don't need upgrading or there will be no incentive to purchase the "big 3" (sky, inf and titan).The most balanced option in my opinion is option 3, but I suppose each is up for criticism regardless. I hope at least one of these get implimented to make late game a little more interesting. (Note: Capped healing may be needed for raider to prevent him from being OP).
Option 1: Health Battery
Quite simply an icon that enables you to buy HP/Armor the same way you can buy mana. Every purchase costs $1000 and boosts your tank's HP by 1000 and Armor by 1. Obviously for balance reasons your Tank may not have upgrade itself higher than the teams current armor upgrade count (So in other words if your team has 10 armor upgrades, your tank may not have anything higher than the equivilant of an Demon Tanks armor and HP)
Option 2: Super Hull (Requires Armor upgrade +10)
Costs: Upgraded Gold Hull + Blueprint ($1000)
Effect: +5000 HP +5 Armor
Requires: 10 Armor upgrades
Each upgrade costs $5000 and gives an additional +5000 HP with +5 Armor
Each upgrade requires an addional 3 armor upgrades
May upgrade this a maximum ammount of times according to the tier of your tank:
- Demolisher or below may upgrade this up to 4 times
- Goblin Tank or below may upgrade this up to 3 times
- Frost Tank or below may upgrade this up to 2 times
- Above Frost tank may never upgrade this item
- Purchasing a tank that is above the threshold tier limit automatically downgrades the item to fit (and you receive no refund)
Option 3: Frost, Sky, Infernal and Titan Packs (called Fuel)
Frost-Fuel: Gives your Tank the equivilant base hit points and Armor of a Frost Tank
Costs: $12000 - (Tank costs/2)
Requirements: Armor level 12
Sky-Fuel: Gives your Tank the equivilant base hit points and Armor of a Sky Fortress
Costs: $16000 - (Tank costs/2)
Requirements: Armor level 14
Infernal-Fuel: Gives your Tank the equivilant base hit points and Armor of a Infernal Tank
Costs: $18000 - (Tank costs/2)
Requirements: Armor level 16
Titan-Fuel: Gives your Tank the equivilant base hit points and Armor of a Titan Tank
Costs: $25000 - (Tank costs/2)
Requirements: Armor level 25
Well here is the thing. Aside from mere skill damage, the biggest reason to choose Titans/Infernal/Sky late game is their massive HP/Armor advantage over other tanks. Other tanks really don't stand a realistic chance unless you are up against complete nubs. This pretty much forces everyone to eventually follow suit and buy the same crap over as well.
Personally I think battle tanks will be much more interesting late game if we allow other tanks to participate. The only way to do that would be to increase their Hp and armor respectively. I have a few suggestions here that might be able to do that, without causing imbalance to the game at any stage. I chose to only upgrade HP and armor, skills don't need upgrading or there will be no incentive to purchase the "big 3" (sky, inf and titan).The most balanced option in my opinion is option 3, but I suppose each is up for criticism regardless. I hope at least one of these get implimented to make late game a little more interesting. (Note: Capped healing may be needed for raider to prevent him from being OP).
Option 1: Health Battery
Quite simply an icon that enables you to buy HP/Armor the same way you can buy mana. Every purchase costs $1000 and boosts your tank's HP by 1000 and Armor by 1. Obviously for balance reasons your Tank may not have upgrade itself higher than the teams current armor upgrade count (So in other words if your team has 10 armor upgrades, your tank may not have anything higher than the equivilant of an Demon Tanks armor and HP)
Option 2: Super Hull (Requires Armor upgrade +10)
Costs: Upgraded Gold Hull + Blueprint ($1000)
Effect: +5000 HP +5 Armor
Requires: 10 Armor upgrades
Each upgrade costs $5000 and gives an additional +5000 HP with +5 Armor
Each upgrade requires an addional 3 armor upgrades
May upgrade this a maximum ammount of times according to the tier of your tank:
- Demolisher or below may upgrade this up to 4 times
- Goblin Tank or below may upgrade this up to 3 times
- Frost Tank or below may upgrade this up to 2 times
- Above Frost tank may never upgrade this item
- Purchasing a tank that is above the threshold tier limit automatically downgrades the item to fit (and you receive no refund)
Option 3: Frost, Sky, Infernal and Titan Packs (called Fuel)
Frost-Fuel: Gives your Tank the equivilant base hit points and Armor of a Frost Tank
Costs: $12000 - (Tank costs/2)
Requirements: Armor level 12
Sky-Fuel: Gives your Tank the equivilant base hit points and Armor of a Sky Fortress
Costs: $16000 - (Tank costs/2)
Requirements: Armor level 14
Infernal-Fuel: Gives your Tank the equivilant base hit points and Armor of a Infernal Tank
Costs: $18000 - (Tank costs/2)
Requirements: Armor level 16
Titan-Fuel: Gives your Tank the equivilant base hit points and Armor of a Titan Tank
Costs: $25000 - (Tank costs/2)
Requirements: Armor level 25