Just a suggestion that could add a new element to Battle Tanks, particularly to team-playing strategy.
Currently, good team players will usually do armour upgrades to help their team mates be able to purchase the 4 highest tier tanks, Goliath, Sky Fortress, Infernal Robot and Titan. On the other hand, almost nobody bothers with doing weapon upgrades. The only reason I can think of anybody even remotely wanting to do that is perhaps to improve the damage of Orbital Command, and/or mines if they happen to be using those items.
To encourage teams to consider doing weapon upgrades, how about adding Weapons Level requirements before you can purchase the top 10 highest tier weapons (all those weapons which cost above 10k)? All other weapons which cost less than 10k do not require any weapons upgrades.
Perhaps something along the lines of this? (The main focus here is on concept, exact figures can be tweaked for balancing purposes)
Weapons: Weapon Upgrade Level required
Blaster Cannon, Acid Cannon: Level 12
Darkness Cannon, Gamma Vortex: Level 14
Photon Bombs, Emerald Rod: Level 16
Psycho Laser, Supercell: Level 18
Frost Laser, Swarm of Chaos: Level 20
Possible impacts of gameplay if this suggestion is implemented:
1. One more decision for teams to ponder. Is it better to upgrade armour only to get high tier tanks, upgrade weapons only to get high tier weapons, or make a compromise between the 2?
2. Encourage more teamplay and less individualistic play. For instance, in the past, somebody might just farm and hoard gold in order to buy their one big expensive weapon and less with helping out the team in the process. Now they will also have to find a way to convince their team mates to do the necessary armour upgrades for them first, which will be a motivation for them to engage in more team-play to build up rapport.
3. Losing all your CPs carries a more severe advantage now. The team who have lost all their CPs will end up with less weapons upgrades (in addition to less armour upgrades) compared to the other team. The strategy of hiding in the base, farming from incoming masses of creeps (and possibily suicidal enemy players as well). then taking a window of opportunity to rush out and buy a big expensive weapon before heading back to base to defend won't be as effective as before. The game should end faster this way.
Comments and criticisms are welcomed. Bye for now!
Currently, good team players will usually do armour upgrades to help their team mates be able to purchase the 4 highest tier tanks, Goliath, Sky Fortress, Infernal Robot and Titan. On the other hand, almost nobody bothers with doing weapon upgrades. The only reason I can think of anybody even remotely wanting to do that is perhaps to improve the damage of Orbital Command, and/or mines if they happen to be using those items.
To encourage teams to consider doing weapon upgrades, how about adding Weapons Level requirements before you can purchase the top 10 highest tier weapons (all those weapons which cost above 10k)? All other weapons which cost less than 10k do not require any weapons upgrades.
Perhaps something along the lines of this? (The main focus here is on concept, exact figures can be tweaked for balancing purposes)
Weapons: Weapon Upgrade Level required
Blaster Cannon, Acid Cannon: Level 12
Darkness Cannon, Gamma Vortex: Level 14
Photon Bombs, Emerald Rod: Level 16
Psycho Laser, Supercell: Level 18
Frost Laser, Swarm of Chaos: Level 20
Possible impacts of gameplay if this suggestion is implemented:
1. One more decision for teams to ponder. Is it better to upgrade armour only to get high tier tanks, upgrade weapons only to get high tier weapons, or make a compromise between the 2?
2. Encourage more teamplay and less individualistic play. For instance, in the past, somebody might just farm and hoard gold in order to buy their one big expensive weapon and less with helping out the team in the process. Now they will also have to find a way to convince their team mates to do the necessary armour upgrades for them first, which will be a motivation for them to engage in more team-play to build up rapport.
3. Losing all your CPs carries a more severe advantage now. The team who have lost all their CPs will end up with less weapons upgrades (in addition to less armour upgrades) compared to the other team. The strategy of hiding in the base, farming from incoming masses of creeps (and possibily suicidal enemy players as well). then taking a window of opportunity to rush out and buy a big expensive weapon before heading back to base to defend won't be as effective as before. The game should end faster this way.
Comments and criticisms are welcomed. Bye for now!