I'm sort of continuing the "Neue Items" thread in the closed german forum.
If you would suggest some ideas for new items, post them here. I suggest some item ideas just to give this thread a kick start
Recent items that have been added to Battle tanks is orbital control, hyperspace breaker and web launcher and some other items. I also thinks that web launcher have a bit long cooldown. I also find the mines a bit to expensive.
However I feel that it lacks a proper item that can effectively KILL a large group of creeps at a good range. These items are not phönix fire weapons, but activated by using the item.
(Ground only) Fires a artillery shot in a small area. Does 1000 damage, 2 sec stun. 40 sec cooldown.
Mega Glaive (2750): Fires a 600 damage weapon that deals damage to units in a lane (Large glaive, wide hit). It does triple damage vs creeps. 35 sec cooldown.
Single target items (Not consumable)
I did play a very old version of battle tanks, where you could buy consumable tank shots. I wonder if it's possible the implement permanent types.
Mounted Tank Rocket (2500) (Only for ground tanks, non-tinker, non-exploder)
Fires a 2000 range rocket that does 1000 damage, 1 sec stun. 40 sec cooldown. 1 attack upgrade required. (I know this could be a trouble at start, since it can kill heli at 1 shot, so therefore I added 1 attack level requirement. Also light tank is 300 gold short from getting it at start)
Mounted Lava Cannon (5000) (Only for ground tanks, non-tinker, non-exploder)
Fires a 2000 range lava shot that does 2000 damage, 1 sec stun. 40 sec cooldown. 3 attack upgrades required.
Mounted Torpedo Cannon (10000) (Only for ground tanks, non-tinker, non-exploder)
Fires a 2000 range torpedo shot that does 4000 damage, 1 sec stun. 40 sec cooldown. 5 attack upgrades required.
I set only for ground cuz I'm not sure if those air tanks should also be able to get this items. You may perhaps think this is some sort of cheap copy of heavy tanks/demon tanks tank shot, maybe it is ^^
Special Items
Battery Charger (1500)
Boosts mp regen with 1 mp pr sec. Upgraded version gives 2 mp pr sec. (Maybe a consumable upgrade variant?)
Teleport Beacon (600) (1 charge)
Creates a 2000 hp beacon that lasts for 10 seconds and which allows you to use Control Point Teleporter to a CP or homebase. Also allows your teammates to teleport at the beacon while it's up. (Maybe that last part is a bit to imba :?)
Hangar Bays (6500) (Only for air)
Requires 5 attack and defense upgrades. Gives the launch fighter abilities for air tanks. You get a selection of 4 types of fighters you can launch. It lasts 15 seconds, 45 sec cooldown.
Launches: 9 fighters/bombers/interceptors/hunters
Each fighter has a 2x60dps phönix (plasma) fire normal weapon. Each bomber has a 75dps (bombs) weapon that targets ground only and a 90 dps (burning projectile) weapon that target structures only. ach interceptor has 2x75 dps (rocket) weapon that target air only. Each hunter has 90 dps (Hammer) hero only weapon. (They all have a 1 dmg normal attack, so they may pursue enemies, no life drain at all; for example Hunters does only attack heroes, so they pursue heroes) All weapons has 600 range.
You can give the "locusts" phönix fire weapons, and I know this is possible cuz I tested it before.
I don't know if the trader should have this. In that case it would be imba for trader to use this, since it can go invisible, so I don't think the trader can have this.
(Ground only) Fires a artillery shot in a small area. Does 1000 damage, 2 sec stun. 40 sec cooldown.
If you had this in mind with the range of Artillery Shot as well, it would be my first choice for a weapon because it's overpowered. --;
Hell, with that damage even a range of 600 would be overpowered... I can't think of many ideas to make this balanced except perhaps making the damage occur 2-3 seconds (Depending on range) after it reaches the destination. Or if the projectile speed is excessively slow if that's possible...
Quote:Mega Glaive (2750): Fires a 600 damage weapon that deals damage to units in a lane (Large glaive, wide hit). It does triple damage vs creeps. 35 sec cooldown.
Also overpowered. This item would definitely punish Troop Command/Army users, but it would also be overpowered against players if it had even the range of Jet Wave. With a press of a button you kill most if not all of the meatshields most players rely on to stay alive in addition to taking about half of his hit points. I really can't see an item like this in the game.
Quote:Mounted Tank Rocket (2500) (Only for ground tanks, non-tinker, non-exploder)
Fires a 2000 range rocket that does 1000 damage, 1 sec stun. 40 sec cooldown. 1 attack upgrade required. (I know this could be a trouble at start, since it can kill heli at 1 shot, so therefore I added 1 attack level requirement. Also light tank is 300 gold short from getting it at start)
Why the hate for air? I think this should be a weapon for air logically, since I believe aerial combat initially became involved for their ability to hit hard, fast, and destroying tanks. Five minutes I feel is still a bit early, considering you are prematurely obtaining an L5 ability with excessive range, though with that price tag it'll probably hurt more to buy anyway...
Quote:Mounted Lava Cannon (5000) (Only for ground tanks, non-tinker, non-exploder)
Fires a 2000 range lava shot that does 2000 damage, 1 sec stun. 40 sec cooldown. 3 attack upgrades required.
Mounted Torpedo Cannon (10000) (Only for ground tanks, non-tinker, non-exploder)
Fires a 2000 range torpedo shot that does 4000 damage, 1 sec stun. 40 sec cooldown. 5 attack upgrades required.
I set only for ground cuz I'm not sure if those air tanks should also be able to get this items. You may perhaps think this is some sort of cheap copy of heavy tanks/demon tanks tank shot, maybe it is ^^
Personally I think we have enough deadly abilities to deal with in the endgame as it is, from actual tanks no less. All this kind of item could really do is cripple the person who purchases it and whoever he fires at. Nobody wins with this kind of item in the game I'd say. Though now that you bring it up, maybe some items like Orbital Control could be given a passive attack in addition to their current use... Either way, I find the items that only have an occasional nuke have limited use and any items that can really punish tanks should have drawbacks, like possibly evading or something. Orbital Control I'd consider to be fine in that regard, it's a bit random, area-of-effect that can be avoided...
Quote:Special Items
Battery Charger (1500)
Boosts mp regen with 1 mp pr sec. Upgraded version gives 2 mp pr sec. (Maybe a consumable upgrade variant?)
This is a case of not being useful enough to bother implementing in my opinion. Sure the regeneration would probably allow you to use two abilities on your tank at will when the cooldowns come around, but chances are your opponents will fend you off before it can take serious effect in a prolonged siege. And it would be just about useless when defending...
Quote:Teleport Beacon (600) (1 charge)
Creates a 2000 hp beacon that lasts for 10 seconds and which allows you to use Control Point Teleporter to a CP or homebase. Also allows your teammates to teleport at the beacon while it's up. (Maybe that last part is a bit to imba :?)
A Control Point actually under your control I presume? Consumable or not, I feel it's too easy to defend as it is without items like these and the cost doesn't do much in a prolonged game anyway.
Quote:Hangar Bays (6500) (Only for air)
Requires 5 attack and defense upgrades. Gives the launch fighter abilities for air tanks. You get a selection of 4 types of fighters you can launch. It lasts 15 seconds, 45 sec cooldown.
Launches: 9 fighters/bombers/interceptors/hunters
Each fighter has a 2x60dps phönix (plasma) fire normal weapon. Each bomber has a 75dps (bombs) weapon that targets ground only and a 90 dps (burning projectile) weapon that target structures only. ach interceptor has 2x75 dps (rocket) weapon that target air only. Each hunter has 90 dps (Hammer) hero only weapon. (They all have a 1 dmg normal attack, so they may pursue enemies, no life drain at all; for example Hunters does only attack heroes, so they pursue heroes) All weapons has 600 range.
Troop Command is overpowered as it is, the last thing we need is a potentially improved version of it...
The purpose of mega glaive is to kill creeps, with not meant to kill tanks with it. Perhaps it should do 0 damage against tanks.
About the hangar bays item, it is not a troop command type item, it is a locust like ability. (like airships healing drones), but does not give life to user like healing drones.
Edit_
This could be a nice equipment addition.
Energy Reloading System (3000)
Instantly give 50 mana to the tank and instantly reset cooldowns on all tanks abilities (not the items). 70s item cooldown. Nice item for example to give the heavy tank the opportunity to use tank rocket twice in a row, or let the sky tank to use chaos bomb twice.
hmm, why not, the items already exists, i dont know how much work it is but it would be realy nice if it would be possible to buy e.g. a ulti pack "in pieces"
I don't like the idea of recipes that much. Like Exodus said:
Quote:You know, we already had that idea once, there already were item combinations (Frost Laser -> Laser + Frost Cannon). But it turned out that really everyone bought that weapons and that was kinda stupid. Its not that combining weapons is imba, we just would have to do it with nearly every weapon to balance it out but ... well, kinda too much.
Indeed, but with these items, i dont think it is stupid. You just dont have to wait untill you have 6500 before you can get extra speed+ teleport, because now you can buy 1 of those first, then a new weapon, then the other and then combine them for a price to get an extra slot without having to sell and buy (wich makes you loose 3k).
I thought a item recipe shop could combine the cheaper items into packs, so you didn't necessary have to sell them, for example you would lose 1500 gold on selling if you decide to sell your speed item to get speed pack for additional teleport ability and 1 less slot. If your inventory is filled.
I only suggested 6 possible recipes, and each shop has 12 slots for items, so this shop does only have item combo recipes. That was my idea.
I did play a very old version of battle tanks, where you could buy consumable tank shots. I wonder if it's possible the implement permanent types.
Mounted Tank Rocket (2500) (Only for ground tanks, non-tinker, non-exploder)
Fires a 2000 range rocket that does 1000 damage, 1 sec stun. 40 sec cooldown. 1 attack upgrade required.
Mounted Lava Cannon (5000) (Only for ground tanks, non-tinker, non-exploder)
Fires a 2000 range lava shot that does 2000 damage, 1 sec stun. 40 sec cooldown. 3 attack upgrades required.
Mounted Torpedo Cannon (10000) (Only for ground tanks, non-tinker, non-exploder)
Fires a 2000 range torpedo shot that does 4000 damage, 1 sec stun. 40 sec cooldown. 5 attack upgrades required.
I find my suggestion pretty good, but got little feedback on it and I'm not sure if this could fit in Battle Tanks. However I think the price should be increased to 3000, 6000 and 12000 and allows air tank to use it, so it won't obsolete the other items and it has very long range too! And tinkers and exploders shouldn't be allowed to use or buy this item. And perhaps rename the last one to Mounted Mega Cannon.
i dont like the idea... if your whole team buys that rockets, you can everytime kill players who are escaping out of the battle, and together even can kill a player while he can do nothing to defend himself..
I doubt the teamwork would be so extreme that the entire team buys the same. But yes, you could kill a heavily injured player with it. It's imba that way. I always save the tank rocket with the heavy tank until I know I can get a safe kill.
Im thinking about the mines, there are different varieties of them.
I also have a passion for the orbital strike, it's one of the coolest items you have added and makes newcomershock: of it effects.
The orbital strike has no big brother, like mines have, so why no give him a big brother ^^. Maybe a bothering idea from my side.
Orbital Mega Beam
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It's thick as a tower. Maybe thicker than the picture, and with a large thunderclap effect.
Its a 1 big beam that is composed of 20-60 MoonsoonBoltTarget that makes it look large av devastating. It addition a shockwave effect (perhaps enlarged thunderclap effect) that makes it AOE quite big. Perhaps 500-600. At the core of 300, it does tremendious damage. Since this makes only 1 shot, I think it should do 10000 core damage and 4000 shock damage to nearby enemies. It could be 1 shot, or a continous repeating beam that does damage over short time. It's really heavy and big. Orbital Mega Beam uplink could cost 12500 cost or similar high price.
Hm, ideas... I've always been a fan of the Meat Hook.
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Activate Item: Cheap Hooker
Your tank fires a projectile up to a range of 2,000 that inflicts 500 damage to the first unit it makes contact with and pulls it to the user's position. The collision detection width is roughly 200 AoE.
Cooldown: 30 seconds
Cost: 1,000 gold
But wait! When you possess this item, you can buy an upgrade recipe for another 1,500 gold which results in...
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Activate Item: Hooker
Your tank fires a projectile up to a range of 2,500 that inflicts 1,000 damage to the first unit it makes contact with and pulls it to the user's position. The collision detection width is roughly 200 AoE.
And it gets better. You can upgrade it again!
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Activate Item: Expensive Hooker
Your tank fires a projectile up to a range of 2,500 that inflicts 2,000 damage to the first unit it makes contact with and pulls it to the user's position. The collision detection width is roughly 200 AoE.
And a more specialized variant of the Hooker line...
Activate Item: Cheap Fat Hooker
Your tank fires a projectile up to a range of 1,300 that inflicts 700 damage to the first unit it makes contact with and pulls it to the user's position. The collision detection width is roughly 300 AoE.
Cooldown: 40 seconds
Cost: 1,000 gold
And you knew it was coming... The upgrade!
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Activate Item: Fat Hooker
Your tank fires a projectile up to a range of 1,500 that inflicts 1,400 damage to the first unit it makes contact with and pulls it to the user's position. The collision detection width is roughly 300 AoE.
Yep, we're not done yet.
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Activate Item: Expensive Fat Hooker
Your tank fires a projectile up to a range of 1,500 that inflicts 2,800 damage to the first unit it makes contact with and pulls it to the user's position. The collision detection width is roughly 300 AoE.
Lol so many upgrades. It's like in MK, when you use scorpion (I think it is scorpion who uses hook), a sound from it is played; "Get over here!" :mrgreen:
Otherwise there is no items with such ability, but the shredder does have Unit-teleporter, which does about the same.
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btw what if you added a item that instantly recovers 50 mana and costs 2500 gold. That item has 50 sec coodown and can be used again and again. Call it Energy Cell or Energy Backup.
Except the Unit-Teleport variant is a guaranteed hit when in range, while the Hooker variants require good timing and a good angle so you don't end up hooking a creep unit instead. Above all else, a good hooker will still probably miss a good tanker unless it's a Heavy Tank with no +movement or something...
TKF Wrote:btw what if you added a item that instantly recovers 50 mana and costs 2500 gold. That item has 50 sec coodown and can be used again and again. Call it Energy Cell or Energy Backup.
As great as the idea might sound at first, we already have passive batteries that add to capacity. While we could use this repeatable version over and over, usually the ability cooldowns keep our energy in check anyway. I especially wouldn't want to have this item taking up an inventory slot at 2,500 gold. If there were ever a way to balance the item to see some use, I'd say to make it cost 1,200 gold. But again, very few tanks (Ones that may see frequent use of three abilities few) will have use for it at such a price.
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As for the improved Orbital Control, it costs too much and does too much at the same time, as odd as that may sound...
What kept Orbital Control in check was the fact it takes time and not all the damage is in the same area. This thing one-shots anything lesser than a Demon Tank that doesn't have a Hull. Factor in tank abilities, and it's just overpowering. To make the item as a whole more reasonable, maybe you could have possession of a regular Orbital Control and purchase a scroll at reduced price to upgrade it into an improved version with some tweaking... Maybe the vanilla Flamestrike as we know it, a channeling time, a time to get out of the way, and the damage is distributed over 2-3 seconds... Requires some good foresight and a stun ability wouldn't hurt. I think I like the idea of a stronger premeditated nuke ability though.
What if the hull also gives you 1+ armor for each 1000 hit points? So the tinker or cheap tanks doesn't get so easily slaughtered against masses of troops? Or is it too imba? (doesn't affect weapons at all)
Provides instant cooldown reset of all tank abilities, allowing the tank to use them again immediately. 50 sec item cooldown.
If the helicopter does buy this, he can use bombardment 2 times in a short time, but it cost a bit much mana too! The Thunder Tank can use chain lightning 2 times in a very short time. The Demon Tank can use the lethal lava shot twice! The main problem is your mana capacity, but that is your disadvantage that you mostly can focus on using the same ability twice, but rarely another ability. Standing at a factory will be your mana source and in dangerous situations, this might be your savior, as well as the Teleporter (3000) can save you by teleporting away. But unlike Teleporter, this item doesn't necessary save your life, but might give you another skill strike which might be enough to win the situation.