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Winner Takes All (WTA) I was thinking of a game where players actually pool together their crystals and the winner takes all. It will be a DM game, but the crystals will be coming from the players, and not from the system, and has no impact or increases the players experience levels. It is basically a form of gambling within the game. Rules: 1/ A big red warning box will be shown to any player joining this type of game will be put on notice that they must have a very reliable internet connection and that any droppages of connection is at the players risk and any crystals pooled by that player will not be refunded. 2/ There must be a minimum of 5 players and maximum of 10 players 3/ All players put in the same determined amount of crystals (see ranking limits rule 11) 4/ Personal power-ups (drugs) are disabled, but only power-ups that have been dropped within the game can be used 5/ Player ranks are limited between 3 levels 6/ Any game terrain is available and also that is only with the current levels that is available to their level 7/ Players scoring will be the altered to take into consideration of ranks, so a lower level player gets 11 points, a middle level player gets 10 points, and the higher level player gets 9. This is enable some sort of fairness, as some higher level players may have extra upgrades to their relevant tanks/turrnets and paints. 8/ This rule is regarding the actions of a player whom drops out of play (whether deliberate or accidental), also to prevent "tanking" a game result. a ) If any player happens to drops out of the game, the funds from this player is then forfeited (see rule 1) and is kept into the pool for distribution. b ) If the game has passed through 80% of the time allowed, and if the current leader of the game has more the 65% of the total score points declared within the game, he is then declared the winner, thus the game is closed and the pooled funds is then distributed. c ) If the the game is passed the 80% point of the game, and there is no clear winner, the game continues as is until the time is up. d ) If the game has not passed 80% of the time allowed, then the entire game is forfeited, and current players are refunded their pooled amount only. 9/ Pausing the game and entering the Garage will be disabled. 10/ If any player is found to be "tanking" or has a bad record of not being at the finale of the game when the winner is declared, then they lose all permissions to enter in the WTA game format for a said period (depending on the offence) 11/ Betting Limits - These will be imposed on your ranking class with Sergant Class being the lowest entry class. Sergeant to Sergeant Major - 100 / 500 Warrant Officer Levels 1 to 5 - 100 / 500 / 1,000 / 2,500 Third Lieutentant to Colonel - 100 / 500 / 1,000 / 2,500 / 5,000 / 10,000 Brigadier to Generalissimo - 100 / 500 / 1,000 / 2,500 / 5,000 / 10,000 / 25,000 / 50,000 12/ Any player found to tampering with other players by any illegal activity (such as interupting other players internet connections, hacking computer and other such means) are banned indefinately.
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Flag Runner (FR) Basically the game play is this: It is very similar to DM and CTF. You have 1 flag available for anyone player to pickup and take it to its required (Home) location. However, the person who has the flag gets killed, then the flag gets returned to it original starting (Base) position. Then it repeats again, again and again. The following points are awarded as follows: Kill any tank that has no flag = 1 point Kill the tank that is carrying the flag = 5 points Tank that takes the flag from Base to Home = 10 points These points values are multiplied by the number of participants in the game.
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YO-YO The turrent fires a projectile forward for some distance, then returns to the turrent for refire after it either: 1/ hits is object (whether it hits any tank, building, or other obstacle) whilst projecting forward 2/ reaches it maximum limit of distance (it will be only a short/medium distance weapon), say from it starts 35 metres The Yo-yo will also does damage when the yo-yo is returning to its turrent, but is lessened by 50% to that of it being projected forward force. Its firing rate will be unlimited such as twins, but the yo-yo projectile travels at the speed of richochet. Damage will be somwhat betwen ricochet and thunder. If you are hitting an object very close the yo-yo will return faster for a refire, whereas if the yoyo projectile has to travel further, it will be slower for the refire. But if you are moving the turrent when the yo-yo has been firing, it will still go in the relevant direction of where it is fired, but it can swing around when the yo-yo is returning back. This allows you to swing the yo-yo projectile around corners when it is coming back. If the tank is moving around, it will affect the length of the projectiles limit and direction. So if you are moving forward and you fire forward, you get a slightly more forward distance (depending on what your hulls speed), or of you are moving back, it will recoil it back shorter distance. It will make it an interesting weapon, where the player can hide behind a building and then fires, if the yo-yo doesn't hit anything (or if it does) and someone happens to gets in its path on it's return to the turrent, it will also cause damege to that tank as well. Also too, if they fire forward then swing the turrent to the side (or moves the tank to the side), the yo-yo will then may swing around the corner.
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"Toblerone" The tracks are shaped in a triangle, which the body of the tank is "pivoted" on the centre of the triangle where the body is also triangled with the turrent is higher the the apex of the triangle. The tanks contorls are just like any other tanks controls. Specs of "Toblerone": The following stats would be as follows as a basis of the M0: Protection: 125 Top Speed: 5.75 Acceleration: 10 Turning Speed: 40 Weight: 1650 Power: 925 The main ability of this tank is the ability of its triangled tracks can go down with the slopage of the ground, but the body of the tank that holds the turrent is always upright with the horizontal position. The advantages is the tank when going down very steep terrain doesn't topple onto its turrent like other tanks as the tank body with the turrent "pivots". Also allows the tank to go down "stepped" terrain with ease (similar to the trolleys with a triangle set of wheels), but not climb the steep terrain. When the turrent does fire to its sides of the hull (between the angles 45 to 135 degrees to its right and from 225 and 315 degrees on its left), the recoil affect is near zero. Downsides - Cannot shoot with the level of terrain when going down or up slopes, but still within the targets scope of the turrents firing accuracy. But when the Shaft is in "scope" mode, you can shoot at even lower angles and also higher angles, as the body with the turrent will angle itself on its pivots to increase the angle range by an extra 45 degrees. When firing forward (315 to 45 degrees) or backwards (135 to 225 degrees), the recoil from firing turrents with high recoil will make the body of the tank with its turrent swing violently back, but it usually swings back into level position quickly for slower reload turrents. But weapons such as richochet and twins may limit its accuracy when firring forward. When tank is toppled onto its side (that is on the flat side of the tracks), it cannot upright itself when shooting to the side, even with high power recoil weapons
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Game Mode: Rugby Tank Very similar to capture the flag, but there is only one "ball" for both teams to fight over. The ball starts in the middle of the field, and the teams have to race to get the ball to an area where it is deemed as try for their side. All team members start from their own try area (at the beginning and subsquent respawns). Once a try has been scored, all teams restart from their spawning positions. To pass/kick the ball to a fellow team member, the direction of the turrent will dictate which direction the ball goes, but the ball has a limited distance for it to travel when it is being passed/kicked. So if a fellow teammate is within the allowable distance and direction of the ball carriers turrent, the ball will be passed onto their team member. But if there is no team member in that direction, then the ball is "kicked" and free to anyone whoever happens to pick up carry the ball. Both teams can fire its weapons at the other team to destory the ball carrier, and/or opposing team members (otherwise called "blocking"). However, only the ball carrier will have his weapon disabled whilst he is carrying the ball. Once he has released the ball, his turrent will be operational again. The ball cannot be shot at for it to be moved (similar to the flag). Any player that is respawned it taken back to his own try area, that teams that are defending are not penalised when being killed, other then the time it takes to respawn. But the attacking team player that is killed gets taken but to his own try area, to relieve the defending team. Thus making it more difficult to score a try. Scoring: The will be a goal posts and a try area (similar to that of rugby league/union or american football) which you have the following options to score points: Carrying the ball over into the try area - Team Score 4 points. Kicking a goal from outside the try area (that is by the ball carrier shots the ball to the goals) - Team Scores 1 point. The crystals will be the awarded similar to that of CTF and CP. However, the players points will be as follows: Scoring a Try with no assist (that is pickiing up the ball from the opposition and scoring yourself) - 35 points Scoring a Try with team assist (that is the last ball carrier was fellow team member - whether it being passed or kicked into open) - 40 points The last team member to pass the ball to the Try Scorer - 25 points Any team member that passes the ball within a playset that results in a try - 10 points Kicking a Goal with no assist - 10 points Kicking a Goal with assist - 5 points Killing the ball carrier - Double bonus on normal kill reward. Points are arranged so that it is more beneficial to work as a team. So if a team of five happen to do successful passing between themselves, then there can be 95 points that is awarded. Passing the ball between team members hundreds of times will not increase the reward, only is awarded to the players that were involved, regardless the amount of passes.
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The tiger could be a light tank, where it has the ability to float when jumping and 90% lands on its tracks from falling, like a cat. Also it can pounce on other tanks and eat them. LOL
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I think we can use a "Roof Recoil Rocket". This idea comes for watching James Bond "Die Another Day" movie where he uses his passenger ejector seat to side flip his vehicle from its roof. This will be button 6 and it costs are the same as mines. Basically it is like a mine on your tanks roof, where it denotes when hitting the 6 button. If you hit the 6 button when nothing is there, you have just wasted a Roof Recoil Rocket. The Roof Recoil Rocket will be only used in the following scenarios: 1/ It flips your tank over when upside down, or when on your side in open space, but it will be not a controlled flip, as you may land back on your roof again if the terrain or tank weight determines how much force is activated. 2/ It throws any tank that is on top of you (friend or foe) and throws them into a spin so they may either land upright, upside down or on their side etc (accordance with their tanks weight distribution). 3/ If you are leaning with your roof against a wall, building or any other solid object, it will also project your tank away that object as well (greater force is therefore exacerbated onto yourself when filpping). 4/ If another tank is nearby your tanks roof is pressing against it or very close, it will also cause their tank to move as well to some degree. 5/ Great for Parkour players, as it can be also used in connectiing with other weapons for their recoil effects.
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If you are referring to the controls, then you could modify it to the following U = Forward D = Backward L = Slide Left R = Slide Right U+L or D+R = Spin Left U+R of D+L = Spin Right If moving forward or backward then hitting eirther Left or Right, your tank will navigate as per any other tank hull. It would be better if you could use a numberpad where you could have the following: 8 = Forward 5 and/or 2 = Backward 4 = Left 6 = Right 7 = Slide Left 9 = Slide Right and for those who use AWSD keys for manuveuring, then the following for sliding will be Q (slide left) and E (slide right).
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I think we can do with a simple Cannon, which is similar to the Shaft, but does less damage then the shaft (say 75 damage units), but it reloads slightly faster (2.75 secs), faster rotating speed starting (60 units), but slightly weaker impact force (100 units). the downside is it only fires in sniper mode (unlike the shaft were it can fire in arcade and sniper mode), but it does not let known its location and target with a laser line. I like the thrill of not knowing where I have been hit from a sniper, and also having to work out where there may be hiding from. Also sniping can be more of a thrill again, but you may need two shots to kill your target instead of one.
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I thought up of this version called a Pyramid. It is square at its base, whereas all the sides are triangular to meet in its centre line for the mounting of its turrent. The size of it's square base would be that of the length of the Titan, but its height would be that of half its base length, then the turrent then it on top of that. So it would make for a tall mounted system, similar to that of the Dictator. But instead of running tracks on both sides, it has four balls for wheels on each corner, and the controlling of the tank will be slightly different to that of the regular tracked tanks. When you use the side arrow keys, the tank would move to the side, not turning the angle of hull. This allows the tank to side-step when moving forward/backward, as well as going side to side whilst not in a forward way. In order to spin the tank around, you would need to press the top and bottom keys together, then hitting a side arrow key to changes it projection. Also, if you are moving forward, and you use the side arrow key at the same time, the tank would be going diaginally, but if you at the same time you hit the back key, then the tank changes its projection to that of whichever side key you are holding. But if you press both side arrow keys at the same time, but hit the forward key, you change the tanks projection to the left, and down arrow wil turn it too the right. Being of a pyramid shape, it would be hard for any recoil to affect your tank being affected, also other tanks that running into you would also be travelling up your side of the tank. The tank will be penalised by not having the ability to be go down step slopes, which make it impossible to right itself, but is good against rough terrain of smaller bumps as it very stable when being flat. The following stats would be as follows as a basis of the M0: Protection: 135 Top Speed: 5.3 (in any direction) Acceleration: 10 Turning Speed: 40 Weight: 2000 Power: 850 This puts it between the middle and heavy class options, but it will have some speed capability, which will be also unique that it has it in its ability to side-step to hide behind a building or obstacle, but sacrifices the power output due to its unique mobility system.