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Ability/Item/Weapon concepts - Printable Version

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Ability/Item/Weapon concepts - Althend - 2009-10-30

Here are some concepts of weapon/item/ability that I suggest to increase the fun and the situations ingame.

- Adding to all "hero/creep" only weapon a mode that let us able to switch them to normal back. Unable to switch is is a to high handicap :p

- Mode weapon that provide a variation of range. Players would be able to switch their tank to low range to surprise the enemy or switch to longer range when evade.

- Burning trap item/ability: consumable item that player can set up on the ground. When ground tank walk on it, it gets burned for 10-20 sec and get damage trough time.

- Mana discharger: item/ability that when use remove all mana of units(enemies) around tank and the amount is equal to the mana of this tank(and removing also the mana of the use itself)

- Push Bomb : item/ability that player can throw on a surface. When explode, it push all units around to 2000 range away.

- Push wave : ability/item that sends wave on a straight line but push all enemies away.

- Surviving stase: item/ability: when the player use it, his tank gets in stase, it can't move and his item are desactivated but is invicible. It last from 30-40 sec. The player is free to cancel it anytime. It is a strong item to survive until allied players come to help. (stase doesn't work in cp)

- Fog : item/ability: it creates a fog that when allied tanks are inside, there are invisible (like for smoke)

- Swap: item/ability: it swap your tank with the allied tank. You can aim in a range of 2000.

- Hypergravity: item/ability that makes your tank and tank in range of 800 gets "air" for 20 sec. It would be useful for surprise over tree attack/evade.

- Teleport pusher. Ability/item: when enemy teleport in range (1300), it gets teleport away of 1500 range.

- Disruption: Ability that make the aimed enemy tank to be unable to use his items and abilities for 2-5 sec

- Heal storm: Item/ability: Same kind as orbital control but it provides hp to allied units/tanks.

- Transplant shield: ability: when you use it on allied tank. you receive all damage this allied should receive for 10 sec.

- Cloud bringer: item: when you use it, it creates high wind in an area of 2000-4000 for 20-40 sec. All air units in this area are slowed by 25% and gets 20% damage on themself.

- Degrading virus: ability: the enemy aimed by this ability, is unable to get any heal (even from cp) during 15-30 sec.

- Jumping robot kit: item/ability: it provides to all robot tank type to gets the ability to jump like an antigrav. (and then we can make all robot slower (-10-15%) than normal tank but increase their hp by 10% :p )

- Defensive area kit: item/ability: it put a flag on an area (1000 range) that gives an aura to this area for 30 sec. This area provide 10-15% reduction against damage to all allied.

- Offensive area kit: item/ability: same as defensive area kit but provides more damage on enemies units in the area










Re: Ability/Item/Weapon concepts - Paladon - 2009-10-30

I guess i'll take a look here whenever i need an idea (just like for 8.66)Tongue


Re: Ability/Item/Weapon concepts - Tom-Ace - 2009-10-30

I like the range mode swap, like going from 600 range to 900 would be cool.


Re: Ability/Item/Weapon concepts - cedi - 2009-10-31

Dragger: Drags the targeted unit in the users direction. ( Disables Ports )

Magnetic Mine: Deals much damage and drags everything ( units, tanks, mines ) to it.

Ion Storm: Creates a storm, which slows enemies in it and disables their abilitys.

Hook: Launches a hook in the target direction, damages enemies. Should the hook reach a cliff, the user is dragged to it.

Air Torpedos: Instant cast, only air, releases 2 torpedos each aquire a random near air unit. When they hit the target they deal much damage.

Barrel Bomb: Releases a slow bomb in the target direction, the bomb explodes after x seconds and deals huge damage. ( bomb stops at cliffs and buildings )

Splitter Grenade: Fires a grenade in the target area, which deals huge damage to creeps but wont damage tanks.

cedi


Re: Ability/Item/Weapon concepts - Althend - 2010-02-12

Some others:

1/ Troop focus. Aim a tank and all creep in 2000 range focus attack on the aimed tank.

2/ Hyper decoy, It makes appear a huge decoy (with the tank hp x 4) that doest not move for 7-15 sec.

3/ Self exploding. When used the tank reduces its hp to 1 and deals 1000-5000 damage to the area (like exploder). Sometimes when you are sure to die alone in the cp vs enemies, it is better to use it.

4/ Link curse. When the aimed enemy dies, All enemies in range of 1000 get stun and receive 5-10% hp-mana damage.

5/ Tricky bounty. Reduce 50% bounty of your tank for 7 sec.



Re: Ability/Item/Weapon concepts - GooglyBoogly - 2010-02-13

Minesweeper - destroys all mines, tp breakers and decoys within 1k radius

Tactician - places a troop spawning and regening factory (w/reduced hp) for X seconds (cooldown > X), does not count towards fac limit

Directional Hull, takes reduced damage from the front, extra damage from the rear

Veteran, increases xp gain and gives double hp/mana level bonus


Re: Ability/Item/Weapon concepts - Battlemaniac - 2010-02-13

Tom-Ace Wrote:I like the range mode swap, like going from 600 range to 900 would be cool.

more like something on the 500 to 1300 range, now that will be cool


like a combination of poison/laser to torpedo/rocket


Re: Ability/Item/Weapon concepts - Althend - 2010-02-13

Battlemaniac Wrote:
Tom-Ace Wrote:I like the range mode swap, like going from 600 range to 900 would be cool.

more like something on the 500 to 1300 range, now that will be cool


like a combination of poison/laser to torpedo/rocket


That would be really really to good and then imba :p