Alright, I want to try to bring this back up. Basically, along with researchable weapons, armor, etcs, you can also get tank addons. These addons have slots, they cost money, and they add weight. Light-Tank; 2 slots. APC; 1 slot. Medium; 1x1 slot, 1x2 slot. Heavy; 1x3 slot. Artillery; 1x1 slot. Jeep; 1x1 slot. Now these can do anything. Here are a few (I'm not going to suggest which tree they belong in). Code: [Name] [Cost] [Slots] [Description] Code: Anti-Gravity Generator 100 2 Increases the maximu capicity of your tank by 30. Code: Advanced Cooling Heatsinks 75 1 Increase the rate which heat is dissipated by 15%. Code: Magnetic Shells 100 3 Increases shell speed by 10%, increases fire rate by 5%. Code: Extended Ammunition Capacity 75 2 Increase shot count (the number on the left) by 20%. HEMG (30 shots) gets 36, rails get 48, etc. What do you guys think? Just something to add more diversity.
I like them! How about: Code: Bulldozer 200 2 or 3 slots Equips the tank with a bulldozer blade at the front, allowing it to push other tanks easier.
Don't really see the point. Weedy did it with AU and it wasn't that interesting. People just buy more expensive tanks, no-one ever buys a cheaper tank. But I like the principle of other tank addons. But genuinely, I think they should be other stuff rather than what you suggested. I don't have a huge pool of suggestions off the top of my head, but it should be separate from Armour/Engines/Weapons.
There's not much else you can edit besides that, Trickster. You could make tradeoffs (+30% tank speed, -20% armor), I suppose, but what else besides the below statistics can be used? Speed Armor Weight Damage Defence Hull
I really like the idea of giving the Medium Tanks the most addons. it makes sense too. Other ideas could be like some kind of smoke grenades, an autoloader, or even something cool, like race/spec specialized stuff, like something to increase bio armor regen rate, or some kind of like robotic buiding arm. The possibilities of this are nearly endless and are limited only to what can be coded in and what's fair, and that incudes a lot.
Code: Autoloader 1 50 Reloads one shell, two bullets, and one missile in your clip at a rate of 1/15 seconds. This way grens aren't starved for ammo, yet it's not OP in tank fights. This technically gives unlimited ammo.
That's not what an autoloader does. An auto loader gives a tank semi-automatic firing capabilities. Albeit slow, it is still faster than manned loading
It's either that or "Magical Ammoz Regenerationzorz" @Trickster; I can do simple model changes easily. Make a turret look bigger, add another few silos, etc.
lolz Code: Anti-Gravity Generator 100 2 Increases the maximum capacity of your tank by 30. Spell check is your friend. Anyways... should call it "composite hull" structure instead of "Anti-Gravity Generator" allowing it to fit into the game better. if we are doing trade offs I would suggest these: Code: Turbo: xxx 1 + 3 second instant 20% over max speed boost. - cant steer during boost. - only one per minute Code: Electric Engine Assist: [NOT FOR JEEP] xxx 1 + increase max speed by 10% and torque by 5%. - -10% vehicle weight capacity Code: Enhanced Engine Cooling: xxx 2 + Increase cooling by 10%. - Decrease max speed by 5-10%. Code: Rapid Fire Reloader: [doesn't work on hit missile] xxx 2 + Increase fire rate by 10%. - Increase heat generated by 5%. Code: Extra Explosives: xxx 3 + Increase dmg by 10%. - Increase heat by 15%.
u realize that engines, armor and weapons do most of the stuff you suggest here already. i think its redundant ...
explain. what if I wanted coolant engine and then add more coolant? what if I wanted coolant engine and add the speed boost to it?
About as redundant as your showing of...-sigh- idiocy. Code: Anti-Gravity Generator 100 2 Increases the maximu capicity of your tank by 30. Code: Advanced Cooling Heatsinks 75 1 Increase the rate which heat is dissipated by 15%. Code: Magnetic Shells 100 3 Increases shell speed by 10%, increases fire rate by 5%. Code: Extended Ammunition Capacity 75 2 Increase shot count (the number on the left) by 20%. HEMG (30 shots) gets 36, rails get 48, etc. Code: Autoloader 1 50 Reloads one shell, two bullets, and one missile in your clip at a rate of 1/15 seconds. Point me to which armor or engine can do any of those?
To be honest I would prefer special abilities rather than stat boosts, something you can activate with a key, like a shield or an area effect electric zap, or turbo, or a sniper shot which hits instantly, or a special missile which stalls an enemy vehicle for a few seconds, something you can use and doesn't work like a regular weapon, but which has a specific situational use. Stat boosts as mentioned are what armor and engines are for, oh sure you can boost other stats but a 5 or 10% bonus is hardly important, and it isn't going to make tanks more interesting if you change a few stats, it's still the same tank combat, only by adding new elements to the combat itself can you change that.
Like I said in the above post Chris, not everything is stat boosts. Some things (such as relation to ammo) don't make sense to be with armor or engines. Code: Electronic Magnetic Pulse 75 2 Discharges electricity towards your crosshair, stunning anything inside it for 4 seconds. Enemy tanks can still fire, but they can not move. Useful for enemies on the run, or commanders. Code: Acid Armor 100 2 Any tank touching you starts to lose direct hull health (not friendly fire). Code: Double-Shot 200 3 Allows you to fire any cannon, missile, or machine gun twice in rapid succession. ?
You'd need to be able to make the texturing not look like ass. But by all means, take a shot. I hate NF ML and BE Cannon balance. It'd be better if there were ML based or CN based or balance based turrets. Megel had the idea a while back, albeit his was way more advanced than what I'm suggesting. But we're saving the bulk of the idea for DI. But by all means, try it.
lol predom ok, the other two i deleted you cant really have, but imagine this on nukes. double shot, faster reload time - it would totaly screw over any balancing atempt. edit: also 90% of this shit sounds to me like some fantasy RPG crap. acid armor, double shot ... whats next? blink, critical hit, ensnare, fireball ... srsly ...
Names can be changed to be more scientifically mechanical, and perhaps these can vary per team. And fast-firing projectiles would help NF a shitton. Increased weight would give you a free machine-gun slot, make reactive more useful, or just give enough weight for that 4x4x4 2xrail 1xnuke heavy tank (guessing0. Heat dissipation would allow me to use, say, 3phase and have it be extremely fast and nice cooling, rather than being a sacrifice. Double-shot might be OP...but it's just an idea. Mabe just have your next shot reload 2x as fast, that way nukes still have a delay, but with cannons/mgs it's unnoticable. @Trickster; I switched from Softimage to 3ds Max due to support and there being more tutorials. It's very different, so I'm in the process of re-learning (I just got "Introduction to Modeling in 3ds Max" Disc1&2 (torrent) last night), and it'll be awhile before I can do anything even simple. But it's the weekend! *Sidenote We have skinners/texturers, right? I have 0 skill in Photoshop, so I might need to rely on others to finish the models.
Autoeject Advanced computer systems in your tank detect when fatal damage has occured to the tank, and immediately launches out the driver and all passengers Just a thought