or you know just have a cap on how many turns there can be in DM like hmmmm 50-200 turns problem solved
A simple yet effective solution. Though we seem to have lost ourselves in the solving of box farming. Let us get back to the main topic of this thread. Maybe a perk that temporarily enhances tank attributes by 20%?
Marathon: Gives you unlimited sprint Steady Target: When it is your turn to shoot it gives you 5 seconds of tracer to every enemy tank (Good for begginers) SitRep: Lets you see who the enemys are targeting (this perk only works every 5 rounds)
Bumping this thread because I have more ideas to post and I'm certain people want to read about them. 1. Weapon Absorber. This perk has a 3% chance of absorbing whatever weapon is shot at the tank. The tank will still take damage and get the full effect of the damage, but when the Weapon Absorber works, it takes whatever the last weapon you were hit with was and adds it into your arsenal. The indication will be a glowing teal aura around the tank at the beginning of your turn, and you will be notified that the weapon is in your arsenal. Permanent perk that is always in effect, but with only a 3% chance to activate. Disabled for all Prestige Weapons (including sub-perks). 80 Tank Coins. Sub-perks: Teamwork?: Includes getting hit by friendly fire and adds the weapon(s) to your arsenal. 40 Tank Coins. Lucky Chance: Increases chance of activation to 5%. 60 Tank Coins. ShellWow: Absorbs all weapons shot at the tank in a single turn. 80 Tank Coins. ----------------------------------------------------------------------------------------- 2. Arsenal Trade. With Arsenal Trade, you and someone with the perk on your team can trade one weapon for another. The offer is sent by selecting the perk (like in my menu demo on page 1) and then if the trade is accepted, you can select a weapon in your arsenal to give to the other player. Both of you need to accept the trade offer in order for it to work. So, on your screen it could say "[player] will trade Beacon." with the Beacon icon and on their screen it will say "[player] will trade Super-Splitter." with the Super-Splitter icon. Below this is text reading "Accept trade?" with "Yes" and "No" below. If you click yes, the icon as shown below will appear above both tanks and the weapon icons of the weapons traded will fly across the screen to indicate what was traded to everyone else. If you click no, the trade will be off and you will need to wait for both to recharge the perk. Disabled for all Prestige Weapons (including sub-perks). Select it to activate in the HUD. 5-turn recharge (successful trade), 3-turn recharge (unsuccessful trade). 80 Tank Coins. Sub-perks: Under the Table: Won't notify the other players that a trade has been made. If only one player has this, the icon will only appear above the tank that doesn't have the sub-perk and their weapon icon will just hover above their tank to indicate what was traded. 40 Tank Coins. Fast Return: Decreases successful trade recharge time to 3 turns. 60 Tank Coins. Bargain: Offers to trade two weapons instead of one. 80 Tank Coins. ----------------------------------------------------------------------------------------- 3. Tank Information. Though I put this as a separate thread here in the forum a few days ago, it could also work as a perk and I can also add on to it through sub-perks so I figured it would be cool. Basically, it allows you to see information about a player's health and armor. This comes about because while the red and teal indication bars do let you somewhat guess the health/armor of a tank, there is no exact number, so if you need an exact calculation, that's what this is for. Select it to activate in the HUD. 3-turn recharge. 150 Tank Coins. Sub-perks: Tank Rank: Allows you to view a player's rank (e.g. Level 17, 3rd Prestige). 30 Tank Coins. Weapon View: Allows you to view a player's current weapons. 50 Tank Coins. Full Analysis: Allows you to view a player's purchased Weapon Packs, if they have Deluxe, and what perks they've bought. 75 Tank Coins. ----------------------------------------------------------------------------------------- What do you guys think?
For Tank information, I'd say give it a percentage chance, or at least make the player choose between the three options the sub-perks give. Other than that, they're very creative and well done.
I love all 3 ideas. they would be a great addition too the game and would make it alot more usefull and fun!
Heavy Armor Cuts damage taken in half. 5% chance of activating Upgrades Note: I can only think of two upgrades at the moment. Miracle: Increase activation rate to 10% Aegis: Blocks damage completely Not really anything creative, but I feel like posting it anyway.