
Here, you may throw in any ideas, planned projects, or built projects for balanced tank datablocks. By 'balanced', I mean a tank that is not too strong nor too weak, like the stock Heavy/Medium/Light trio. I do not mean overpowered kill-all admin tanks and I do not mean BabybossUFO-style weaklings, which are not what I'd call balanced. Even if you don't build them, you may suggest the combo. The 6 balancing stats are speed, acceleration, turn rate, armor, firepower and fire rate. Bravetree's 3 tanks are balanced mainly on a speed/armor tradeoff, and it wouldn't be bad to try out some more creative combos. Also, don't mind about the physical appearance, this is more of a scripting thread. The tank datablocks must be balanced through the tank only and not it's projectile. Thus, all balanced tanks must use the standard Light/Default/Heavy projectiles. Here are my datablocks:
EnduranceTank:
datablock TankData(EnduranceTank : MediumTank)
{
misc = "DefaultTankMisc"; // ©Hhal and Disturbance.
camera = "DefaultTankCamera";
category = "Tanks";
fx = "DefaultTankFx";
shapeFile = "~/data/shapes/tanks/tank03.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
accelRate = 13.0;
deccelRate = 19.0;
turnRate = 82.0;
antiSlideRate = 11.0;
turretHorRange = 53.5;
turretHorRange = 68.0;
turretAutoLevel = 1.0;
turretVerRange = 30.0;
maxSpeed = 15.0;
damageAmount = 55.0;
damageScale = 0.4;
armorScale = 0.9;
defaultProjectile = "DefaultProjectile";
ai = GoldHeavyAI;
};
Code: /meatshield
Balance: Ton of armor balanced by weakling cannon and medium stats.
Made by: Hhal & Disturbance.
Physical: Heavy tank shape with light tank brainjar.
RapidTank
datablock TankData(RapidTank : MediumTank)
{
shapeFile = "~/data/shapes/FlashTank/tank01.dts";
brainShapeFile = "~/data/shapes/FlashTank/brainjar01.dts";
turnRate = 90.0; // degrees per second
accelRate = 15.9; // increase velocity this many meters per second
deccelRate = 17.0; // when breaking, decrease velocity
// this many meters per second
coastDeccelRate = 8.0; // rate of decceleration when coasting...
antiSlideRate = 30.0; // dissipate sideways velocity by this many meters
// per second
maxSpeed = 25.0; // meters per second (in forward direction)
turretVerCenter = 2.0; // vertical resting angle of turret in degrees
turretHorRange = 58.5; // range in +/- degrees of turret horizontally
turretVerRange = 21.0; // range in +/- degrees of turret vertically
turretAutoLevel = 0.5;
suspensionRange = 0.1; // proportion of wheel size for wheel to move up/down
springRangeX = 0.01;
springRangeY = 0.01;
springVelScale = 0.1;
springCorrectScale1 = 2.0;
springCorrectScale2 = 0.99;
damageAmount = 4.0; // total amount of damage tank can withstand
damageScale = 2.0; // multiply damage we do to others by this amount
armorScale = 1.0; // multiply damage we take by this amount (note: smaller better)
fireScale = 0.1; // adjust inter-fire interval by scale (2 means twice as slow)
defaultProjectile = "LightProjectile";
ai = GoldHeavyAI;
};
Code: /rapidblitz
Balance: Superb stats, all weighed down by extremely little armor, less than even the Babyboss UFO.
Made by: Disturbance, makers of Rollerball(for physical stuff).
Physical: Light tank shape with Rollerball red skin, slightly modified Rollerball brain, medium tank brainjar, switching treads, Rollerball Speedy reticle-turned-muzzleflash.
FixTank
datablock TankData(FixTank : MediumTank)
{
shapeFile = "~/data/shapes/tanks/tank05.dts";
brainShapeFile = "~/data/shapes/Africa/animals/vulture/vulture.dts";
fx = "BabyBossFX";
maxSpeed = 16.0; // meters per second (in forward direction)
accelRate = 15.0; // increase velocity this many meters per second
deccelRate = 16.0; // when breaking, decrease velocity
turnRate = 61.0; // degrees per second
antiSlideRate = 10.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
suspensionRange = 0.8; // proportion of wheel size for wheel to move up/down
damageAmount = 2.0; // total amount of damage tank can withstand
damageScale = -1; // multiply damage we do to others by this amount
armorScale = 1.0; // multiply damage we take by this amount (note: smaller better)
fireScale = 0.2; // adjust inter-fire interval by scale (2 means twice as slow)
defaultProjectile = "DefaultProjectile";
ai = GoldHeavyAI;
};

Code: /birdbrain
Balance: Unarmored medic tank with stats equal to those of the babyboss UFO. Can use any weapon to heal targets.
Made by: Disturbance and whoever made the vulture shape.
Physical: Small UFO with no brain, but a vulture perched on top instead. The vulture flies away when the tank is destroyed.


Hhal also has some datablocks(charger, racer), although I don't know much about them. Also, any feedback on the FixTank's concept and appearance are welcome. Thanks for your ideas.
