2011-02-19, 08:32:00
im sure many people who have played tanked probably played command and conquer 3. in that game is a much loved tank called the Mammoth Tank. its big identifying feather is its double barrel main tank cannon. this tank could take a 20,000 g slot since there is a huge gap before titan after infernal. Since most end game tank become walkers type tanks or sky fortress. It be cool to always have a tank at the end of the tier as well. Powers ill include below but the thing that keeps this tank in check is the mana consumption and what type of player would waste on what spells depend how this tank is played.
MAMMOTH TANK
Double Main Cannon Shot
just like the hunter and can look like it just a touch larger to make the name fit with double barrel and its long range shot. This tank will have that X2. it shoot 1 shot after the other. Since ice and infernal both have wave type attacks. this will be just a two shot deal. but does less damages to structures. the mechanic's involved in making this look just like the hunter cannon shot in aiming with a aoe template.
lv1 1500 dam per shot aoe just like hunter a direct hit means full damage and a partial hit will mean reduced damage. cooldown for this weapon 40 secs and mana cost 40
lv2 2000 cooldown 40 sec and mana 45
lv3 2500 cooldown 40 sec and mana 45
lv4 3000 cooldown 40 secs and mana 50
lv5 3500 cooldown 40 secs and mana 50
Im taking this from another game tank its called a baneblade. looks just like a hunter. it has a small cannon on the hull front right under the main gun thats has a shorter range and used mainly for siege. since both inf and titan does damage to target surroundings usually structures so should this
Siege Cannon
750 range does high damage aoe to buildings and towers. 75% damage to troops and tanks.
lv1 2000 mana 30
lv2 3000 mana 35
lv3 4000 mana 40
lv4 5000 mana 45
lv5 6000 mana 50
Same page with the baneblade game origin. a powerful tank can not be stopped when its set on its goal. the light tank heals it self with self repair ensuring it has a way to out last the other guy. the Heavy Tank has ticker armor and a way to lessen its hits it takes. titan has its Keep on fighting spell as a aoe and team spell. this tank should have one as well just not as powerful. Void shield that acts like a shield and prevents any teleporting on tops of the tank and lessens stuns by 50% and spells by 75% while on. the lv of the shielding increases the damage absorbed by the shield. If an enemy teleport on top of the tank while its void shield is on. it will randomly teleport that tank to another place while experiencing a 2.5 sec stun. if any damage like a breaker should apply..... naaa telebreakers are for that reason alone and should still be used just in case.
Void Shield
lv1 2000 damage absorbed for 15 secs with a 25 sec cd mana 40
lv2 3000 damage absorbed for 20 secs with a 30 sec cd mana 45
lv3 4000 damage absorbed for 25 secs with a 35 sec cd mana 50
lv4 5000 damage absorbed for 30 secs with a 40 sec cd mana 55
lv5 6000 damage absorbed for 30 secs with a 40 sec cd mana 60
mana will be the factor with this tank. since it has a low cd mana useage will drain the tanks ability to fight or shield itself if heavy usage of shield.
Twin Tank cannon Turrets
since i'm a baneblade fan might as well add something it has. usual tanks only have 1 tank cannon. only the new architect has a spell that changes that. The baneblade has two side weapons so it should be added as two tank cannons. Since the titan sometimes (5-25%) does aoe 2k damage when something dies. this would be a step down to titan and step up to infernal and other lesser tanks. This is after all a 20k tank
lv1 60 x2 every 1 sec
lv2 120 x2 every 1 sec
lv3 180 x2 every 1 sec
lv4 240 x2 every 1 sec
lv5 300 x2 every 1 sec
now for the tanks final spell that should only be able to get after 10 lvs.
Destroy them All
the spell function allows the main cannon Cooldown to be shorten and while the spell is in effect the Twin Tank cannon's cool down as well.
since this is a top tier tank i figure it should have a very destructive spell. This means without any weapons this tank will be a force to be recon without the added weapons i mean, but the only limit is the amount of mana available to use while this ability is active. once the spell is done the cd remaining on the Main Cannon should be x4 to give a normal cd if any was left over from spell.
lv1 Main Cannon cd 10 sec and Twin Turret Tank cannon cd to 0.9 sec per shot for 26 secs mana cost 100 and spell cd 2 min
lv1 Main Cannon cd 9 sec and Twin Turret Tank cannon cd to 0.8 sec per shot for 27 secs mana cost 110 and spell cd 2 min
lv2 Main Cannon cd 8 sec and Twin Turret Tank cannon cd to 0.7 sec per shot for 28 secs mana cost 120 and spell cd 2 min
lv3 Main Cannon cd 7 sec and Twin Turret Tank cannon cd to 0.6 sec per shot for 29 secs mana cost 130 and spell cd 2 min
lv4 Main Cannon cd 6 sec and Twin Turret Tank cannon cd to 0.5 sec per shot for 30 secs mana cost 140 and spell cd 2 min
MAMMOTH TANK
Double Main Cannon Shot
just like the hunter and can look like it just a touch larger to make the name fit with double barrel and its long range shot. This tank will have that X2. it shoot 1 shot after the other. Since ice and infernal both have wave type attacks. this will be just a two shot deal. but does less damages to structures. the mechanic's involved in making this look just like the hunter cannon shot in aiming with a aoe template.
lv1 1500 dam per shot aoe just like hunter a direct hit means full damage and a partial hit will mean reduced damage. cooldown for this weapon 40 secs and mana cost 40
lv2 2000 cooldown 40 sec and mana 45
lv3 2500 cooldown 40 sec and mana 45
lv4 3000 cooldown 40 secs and mana 50
lv5 3500 cooldown 40 secs and mana 50
Im taking this from another game tank its called a baneblade. looks just like a hunter. it has a small cannon on the hull front right under the main gun thats has a shorter range and used mainly for siege. since both inf and titan does damage to target surroundings usually structures so should this
Siege Cannon
750 range does high damage aoe to buildings and towers. 75% damage to troops and tanks.
lv1 2000 mana 30
lv2 3000 mana 35
lv3 4000 mana 40
lv4 5000 mana 45
lv5 6000 mana 50
Same page with the baneblade game origin. a powerful tank can not be stopped when its set on its goal. the light tank heals it self with self repair ensuring it has a way to out last the other guy. the Heavy Tank has ticker armor and a way to lessen its hits it takes. titan has its Keep on fighting spell as a aoe and team spell. this tank should have one as well just not as powerful. Void shield that acts like a shield and prevents any teleporting on tops of the tank and lessens stuns by 50% and spells by 75% while on. the lv of the shielding increases the damage absorbed by the shield. If an enemy teleport on top of the tank while its void shield is on. it will randomly teleport that tank to another place while experiencing a 2.5 sec stun. if any damage like a breaker should apply..... naaa telebreakers are for that reason alone and should still be used just in case.
Void Shield
lv1 2000 damage absorbed for 15 secs with a 25 sec cd mana 40
lv2 3000 damage absorbed for 20 secs with a 30 sec cd mana 45
lv3 4000 damage absorbed for 25 secs with a 35 sec cd mana 50
lv4 5000 damage absorbed for 30 secs with a 40 sec cd mana 55
lv5 6000 damage absorbed for 30 secs with a 40 sec cd mana 60
mana will be the factor with this tank. since it has a low cd mana useage will drain the tanks ability to fight or shield itself if heavy usage of shield.
Twin Tank cannon Turrets
since i'm a baneblade fan might as well add something it has. usual tanks only have 1 tank cannon. only the new architect has a spell that changes that. The baneblade has two side weapons so it should be added as two tank cannons. Since the titan sometimes (5-25%) does aoe 2k damage when something dies. this would be a step down to titan and step up to infernal and other lesser tanks. This is after all a 20k tank
lv1 60 x2 every 1 sec
lv2 120 x2 every 1 sec
lv3 180 x2 every 1 sec
lv4 240 x2 every 1 sec
lv5 300 x2 every 1 sec
now for the tanks final spell that should only be able to get after 10 lvs.
Destroy them All
the spell function allows the main cannon Cooldown to be shorten and while the spell is in effect the Twin Tank cannon's cool down as well.
since this is a top tier tank i figure it should have a very destructive spell. This means without any weapons this tank will be a force to be recon without the added weapons i mean, but the only limit is the amount of mana available to use while this ability is active. once the spell is done the cd remaining on the Main Cannon should be x4 to give a normal cd if any was left over from spell.
lv1 Main Cannon cd 10 sec and Twin Turret Tank cannon cd to 0.9 sec per shot for 26 secs mana cost 100 and spell cd 2 min
lv1 Main Cannon cd 9 sec and Twin Turret Tank cannon cd to 0.8 sec per shot for 27 secs mana cost 110 and spell cd 2 min
lv2 Main Cannon cd 8 sec and Twin Turret Tank cannon cd to 0.7 sec per shot for 28 secs mana cost 120 and spell cd 2 min
lv3 Main Cannon cd 7 sec and Twin Turret Tank cannon cd to 0.6 sec per shot for 29 secs mana cost 130 and spell cd 2 min
lv4 Main Cannon cd 6 sec and Twin Turret Tank cannon cd to 0.5 sec per shot for 30 secs mana cost 140 and spell cd 2 min