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New Blueprints and items - Printable Version

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New Blueprints and items - Exodus - 2011-07-14

Hey there,
I guess that I'll add a new shop in the next version (not during the beta and in the final 8.74), where I'll place the new armor items and most likely also a mana regenerating item.

But with this, the shop would be pretty empty (but I might move the consumable Mortars and Reinforcements there as well) and some of you already suggested adding some blueprints that include the armor items.

So this is now your chance to suggest and discuss about new potential items. What I'm looking for are new basic items like the mana regeneration or the armor and new blueprints, which use these items.


But please keep in mind, that there is no guarantee, that I will implement your suggestion at all or the way you suggested it (I may alter it). So just treat this thread as a possibility to come up with new fun and useful items.


RE: New Blueprints and items - gozo1985 - 2011-07-14

fill it with some new weaponsSmile like a 1,3k, 2,4k, 3,5k ,4,6k costs would be coolSmile

idea for items:

"EMP strike" .. a stun item for mid range for tanks wanna have stun but no skill for it.
"teleporter core" cheaper then the 3k cd teleporter but has like 1-3 charges
"booster core" cheaper then 1,5k permanent speed boost has 1-3 charges holds like 20 secs with a nice high speed.
"phase shift" switch places of two tanks (enemy & your tank only) in a short range with cooldown
"electric fense" builds up a "small" fense blocking ground tanks to pass a specific way till its destoyed with cd (cheap if fense has "low" hp, bit expensive if fense has "high" hp like a 2x laser tower) NO INSTANT BUILD !Big Grin
"release birds" reduces speed and damages air vehicles if they fly threw with cd - I REALLY WANT TO SEE THAT !! gggg

if want more just ask me :>


RE: New Blueprints and items - UnifiedDoom - 2011-07-14

I'm not a big fan of consumable items as I find them expensive and underpowered. In any serious league game I never see maintenance or recharge used in the lane combat for sure (they cost WAY to much), and hardly ever in the middle-lategame and only to speed up cp healing. This is probalbly just because cp's are so easily accessible in the game, unlike Dota where regen items are core for laners since the only form of free regeneration is in the main base. Consumable tp's and speed boosts could add elements of early game ganking of laners (Which I support 100%, this game really needs more earlygame ganking) though as long as they are cheap (A kill at that point is only like 150 gold so if they cost any higher than that you're losing money) so you can see the problem.

The only tank I can think of that needs the mana regeneration item is gaurd which is very rarely used. All other tanks function fine with batteries since they usually need to cast all of their spells at once to use them effectively.

As for Suggestions:
- I think the game could use another close range weapon item beetween poison magic(5555) and blaster cannon (11000) since flamer and poison and basically the same in terms of cost, range, and dps.
- Perhaps a cheaper form of the current death magic (1300 range creeps only) could be created since it's strongest point is in the early game, not the late game when death magic actually becomes available. This could also be used effectively against tech mech users.
- I hate to say it but we also need a 1300 range weapon beetween rocket hail (6000) and acid cannon (13000). I just think large gaps beetween available weapons should be removed since all (750-1000) range weapons have many available weapons for all prices.




RE: New Blueprints and items - usman111 - 2011-07-14

Items with abilities (have to use the item - has a cooldown like teleport) would be good I think; something like 'ice ray' - no damage but slows enemy by 75% for 5 seconds, 30 second cd. Or an item which disables all enemies weapons for a set period e.g 3 seconds.


RE: New Blueprints and items - AGGInator - 2011-07-15

the mana item should be combinable with powerpackWink

(ultipack: radar, porter, ext. repairbots, ext. speedboost >> 4 items /// powerpack: upd. gold hull + ext. repair >> 2 items - would be nice to see the manaitem there, too[if it'll have a permanent regenerating ability])


RE: New Blueprints and items - toyboatt - 2011-07-15

I think all new items should be offensive in nature, to keep pushing game time down. Anything that is strongest when used defensively at a CP will slow down the game.

I think a neat item idea would be a sort of teleport pusher item. So if an airship is carrying a teleport pusher, then any enemy that tries to TP next to the airship would get pushed back 600 units, making it harder to use extreme close weapons like poison. Hmmm that probably shouldn't work on CP teleports, eh?

Items that replicate existing skills (non-ultimate skills!) are generally safe to implement balance-wise. A neat item might be a bounty item that works like Hunter's skill, giving more bounty each time the carrier kills an opponent.

Another skill-replicating item could be an upgraded net ability with a cooldown and better range (and no charges, just reusable).

How about an upgrade for mine detector kit that makes the carrier immune to all mine damage? That would make the diffuser kit useful end game when some teams just mine their entire base and drag out the ending an extra 30 minutes.

Maybe a blueprint to combine 3 similar early-game weapons: like combine 3 fear magic into something that only uses one slot. Maybe combine 3 star shooters.

OMG blueprint upgrade for multibow. There is an item that never sees late game play, but with a proper upgrade (damage + range?) could be useful in seiging bases.

Anyway I could do this all day. I'll spare you a 3 page post. Cheers!


RE: New Blueprints and items - UnifiedDoom - 2011-07-15

I actually believe that the final two utility slots should be more diverse than just speed pack (ultimate to counter invis) and power pack. In most of the games I play I see a similar same thing on every late game tank speedpack+goldhull(power pack) along with 4 weapons. In other words 2 "utility slots" and 4 "offensive slots"

I would also suggest that a lategame hull be added to the possible item choices because we have 30k weps but the most expensive hull is only 5k(7500 total). Maybe: Platinum Hull 10000 gold +8000 hp and Ultimate Repair Pack healing 7500 hp?

Along with that I would like to see smoke machine added into a more permanent blueprint rather than just a cheap item holding one slot on it's own. Maybe couple it with Gold Hull Upgrade (since many people skip the super repair pack).

When I used to play bships weak repair wood,a really cheap reusable item that healed 300 hp (ships having about 200-500 total hp at the time) and a 60 sec cd was a very core item for the earlygame. Perhaps we should make a "weak repair kit" 750hp(1250hp is the pattern but that seems like a little too much) healer (possible to buy at the very beginning of the game on some tanks but available to all) that is combinable with iron hull upgrade.


RE: New Blueprints and items - progg - 2011-07-17

(2011-07-15, 22:21:11)toyboatt Wrote: I think a neat item idea would be a sort of teleport pusher item. So if an airship is carrying a teleport pusher, then any enemy that tries to TP next to the airship would get pushed back 600 units, making it harder to use extreme close weapons like poison. Hmmm that probably shouldn't work on CP teleports, eh?

OMG blueprint upgrade for multibow. There is an item that never sees late game play, but with a proper upgrade (damage + range?) could be useful in seiging bases.

Anyway I could do this all day. I'll spare you a 3 page post. Cheers!


TP pusher would be imba item i guess. Imagine demon or gobo built with a 30k cost made uselesss just with one item.
It probably had sense only if it was expensive and had %chance to work.

Evade item - next one with % chance to evade projectail from weapon as well as skill projectail (but no ulti).

In general i think a way more complicated blueprints system would make the game much more interesting and it would make a lot of freshness in bt.
There should be at least 1 addinational shop with blueprints, or even make it other way (if the game engine allows do this) - do u know what's a haradric cube in diablo2?Big Grin

There should be a trader hunter pack with possibility to add a speed boost. It would be great. Sometimes, especially against good teamplaying oponents it's very hard to tp-kill-escape. With max speed for few seconds it would be easier.

Also i think that some item that would change weapon sets (since there's only 6 slots) would be gr8. e.g. you have 2 uped poisons wich costs about 14k, with blueprint that cost for example 35% of the wapons cost u can sawp it to 2 burning projectails. I think set like this would be very powerfull and worth to spend the money. General idea is to not make it very expensive so the posibilites to change your tactics would be greater and make a handicap for players using more brain;)

Mana regen item should be combined with speed pack i think.
There should be also option to make blueprints step-by-step.
e.g. you have speed pack and buy only rapir robots without radar and make an almost ultimate pack, u add also remote fuse and radar if u need it.
The idea is to make multi lvl blue prints wich u can combing in any way u like, only impossible to downgrade.



RE: New Blueprints and items - daCe - 2011-07-17

we all need the Superpack Tongue
for those who do not know what I mean http://btanks.net/forum/showthread.php?tid=294


RE: New Blueprints and items - toyboatt - 2011-07-17

+1 mana regen in ultimate pack



RE: New Blueprints and items - progg - 2011-07-19

and the topic died.
you should guys think what to do to encurage ppl to use this forum more actively.


RE: New Blueprints and items - stibi- - 2011-07-20

not that easy to come up with a new item suggestion ^^


RE: New Blueprints and items - Boobies - 2011-08-07

Edit: New Blueprint. Trader Pack(teleport+detection) + Upgraded Repair +Speed Boost = Ultimate pack.

Saves tons of gold being not forced to buy upgraded repair bot and speed boost to counter stealth air ship with stealth because your inventory is full.


RE: New Blueprints and items - -=SIP=- - 2011-08-09

I would like to see more weapons between 10k and 15k with 850-1050 range.

And maybe add a new item "wall":
This should place a wall on the map and creeps and tanks can't move through it (don't know if this is possible). Wall will disappear after few seconds.


RE: New Blueprints and items - Prog - 2011-08-09

(2011-08-09, 14:42:19)-=SIP=- Wrote: I would like to see more weapons between 10k and 15k with 850-1050 range.

And maybe add a new item "wall":
This should place a wall on the map and creeps and tanks can't move through it (don't know if this is possible). Wall will disappear after few seconds.

Some kind of sc2 forcefield item could potentially be quite funny indeed.


RE: New Blueprints and items - griffin1987 - 2011-08-09

I'd also suggest adding blueprints which make it possible to achieve the same result by different means ; for example : 2 steel hulls can be combined into gold hull for 800 gold ;
2 small repair can be comined into 1 big for 400 gold

or maybe even weapon blueprints like
3 upped lasers = frost laser not upped
2 upped rocket hail = acid not upped
3 upped bombarding = rocket hail not upped

or aditional strategic stuff like:
upped speed + normal speed + 500 gold = superspeed (permanent 522 speed, only useful for slower tanks)
short range porter which could be upped via blueprint (you can't up it via click ofc)

or maybe something more crazy like
spawnable mech troop (3 mechs) for 1k, but will only hold for 20 secs - would probably be the new imba conquering item ^^
wide area orbital for 15k

and last but not least combining stuff which shouldn't be:
2 bombarding + orbital = long range orbital
poison + laser = long range poison
spawnable troops + repair = spawnable healer troop (those healers you can spawn from command center)

Guess there's no limitWink

.50



haha just thought about something funny:

when you add stuff, could you add a new tower as well?
Something that looks like the normal rocket tower for the other team, but doesn't shoot and can be detonated by click and will cost more? Would make for some funny conquering scenes probablyBig Grin


RE: New Blueprints and items - tained - 2011-09-08

so new item might be a blueprint to combine strength hull and power hull together and well give a late game tank a more powerful heal/ hull items. Another idea for a item is a telebreaker that is a cd item instead of the buyable 3 time use one. it can have a shorter timelimit since you can now create more since in the long run of any game once someone get teleporter there is no counter but telebreaking all thruout the game and possibly spend more then 3k just to counter it. one more item idea i have is a breaker with a spell emp type attack that zaps your mana with a mana burn with equal dam relating to the mana used if you use a spell close to it. if you are creating a mana regen type item might as well have a equally mana disruptive item.





RE: New Blueprints and items - progg - 2011-09-28

decoy explosive tower that griffin mentioned is gr8 idea imo.


RE: New Blueprints and items - Exodus - 2011-09-29

Hm, why just limit it to one building? How about an item that attaches bombs to a target unit, that will blow up after a short time / on death?


RE: New Blueprints and items - griffin1987 - 2011-09-29

(2011-09-29, 00:39:51)Exodus Wrote: Hm, why just limit it to one building? How about an item that attaches bombs to a target unit, that will blow up after a short time / on death?

Haha very nice idea!

I think it would be best for it to:

- Have low cost, so you can use it from early game onwards
- Have low damage, potentially being partially based on troop weapon upgrades like mines, as otherwise it would be imba
- Explode a bit wider than mines, about 50% more radius I'd say if that's possible

... or maybe just have 3 of them, like hulls / mines with different price / strength etc.

Remote detonatable would be nice, with partial friendly fire ( I think the mines also only do partial damage to friendly units ). E.g. first time you click, you can put it on someone, second time you click, it remote detonates. It should probably also do additional damage to the unit it is stuck on, so that you could stick it to someone and then port away / run away, and then remote detonate it.

Thus you could stick it to a force unit in mid, wait till it gets close to the enemy, and then detonate it. HilariousBig Grin

Like that very much!