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RIDDLER_8

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Everything posted by RIDDLER_8

  1. RIDDLER_8

    ★ Tanki Online Wiki Hub ★

    Thanks for the link to the history of Tanki Online.
  2. RIDDLER_8

    Tanki Trip 2019

    Good luck on your trip.
  3. RIDDLER_8

    TANKOINS - New Currency!

    Tankions are really good, but I would like to earn more in containers. Developers could organize Tankions quantities in different color containers according to container frequencies.
  4. RIDDLER_8

    ★ Tanki Online Wiki Hub ★

    Please write a wiki page on how Tanki Online looked like in 2009 when it was first released.
  5. RIDDLER_8

    Ideas for Game Modes!

    Please don't forget to consider on adding my idea for the "Elimination Game Mode" to Tanki Online. http://en.tankiforum.com/index.php?showtopic=361077 Thanks.
  6. RIDDLER_8

    Add water to maps

    Maps like Island looks very unrealistic because there is no water surrounding them. So, maps like this must have water to make them look realistic.
  7. I have written a post of a juggernaut shield which looks like a transparent bubble with changing colors as the shield becomes weaker due to firing. However, this shield can regain thickness and become more protective everytime the juggernaut makes a kill. Please read my post here: Link: http://en.tankiforum.com/index.php?showtopic=374477
  8. RIDDLER_8

    Regenerative module

    The regenerative module must also give you experience points when healing your hull, just like Isida back in the old days.
  9. RIDDLER_8

    Ideas for Game Modes!

    I am glad that you are interested MCM. Maf can label this idea as valid because it is a valid idea for Tanki Online, which makes perfect sense for a new game mode.
  10. RIDDLER_8

    Episode 220 of the V-LOG is live!

    I hope that this coming Friday, V-Log 221 will go on air. I want to hear more exciting new about Tanki Online's development news. Tankions must get its third phase of the update, which is the last update. Tankions must be given out for free when completing challenges on the silver tier.
  11. RIDDLER_8

    Let's Discuss Overdrives

    Juggernaut must be the Godzilla of Tanki Online so please buff up its overdrive so that it can push enemies further and deal damage to them as well.
  12. RIDDLER_8

    Ideas for Game Modes!

    OK. I will reconsider my idea here. The objective of this battle mode is to charge the death laser. For example, if the blue team charges the death laser to 100%, then the red team is destroyed and respawns. By the time the red team spawns and gets to grab the laser to stop the blue team from killing the red team, that leaves enough time for the red team to get to the laser so that the red team can charge it up or slow its recharge time if more of the blue team are holding it. That goes the same way for the red team versus the blue team. To make the consequences balanced, developers would need to choose an appropriate recharge time to the death lasers to make sure that both teams after being destroyed can drive towards the death laser and grab them in time to avoid being destroyed two or more times in a row. Depedning on the size of maps, developers would need to place the death laser bases in suitable areas of each maps to make this battle mode balanced as well. The distance between spawn points and the death lasers would need to be calculated by developers to be adequate for each hull. This would depend on how long each hull would take to get to the lasers. Considering everything is required. Time to get to the death lasers, death lasers recharge time, speed of each hull and time to respawn are all taken into consideration to make the game mode balanced.
  13. RIDDLER_8

    Ideas for Game Modes!

    Yes, that's absolutely correct. The objective of this game mode is to destroy all enemies at once. That depends on how many death lasers there are on each map. This is a team mode battle, but since it has death lasers on each map, it is not quite the same as TDM. TDM is only a battle where you kill enemies by shooting at them, rather than charging a death laser to kill your enemies at once. The death lasers consists of a base which have death lasers positioned horizontally which points a line to players within its range just like control points do. The only difference is that when the charging reaches 100%, for either teams, the enemy team would get destroyed. So: 1. Blue team with 100% charge destroys red team which has 0% charge. 2. Red team with 100% charge destroys blue team which has 0% charge. You are right. The death lasers for this game mode are the primary objective, just like with control points. At the bottom of the screen, players would see an onscreen indicator of the red and blue team death lasers. Each time either teams charges their lasers to 100%, the bottom hud would mark a score, for example (Blue 1: Red 0), for the team that scores the death laser kill. Multiple death lasers on each map: I have already mentioned above that maps which have more than one death laser, would make less kills, just to avoid disturbing game balance or impact the game's economy due to too many kills on larger maps. Let me explain further: 1. Small maps; 1 death laser = 100% of enemies killed. (The whole enemy team is destroyed). 2. Small-medium maps; 2 death lasers = 50% of enemies killed. (Half of the enemy team is destroyed). 3. Medium maps; 3 death lasers = 33% of enemies killed. (One third of the enemy team is destroyed). 4. Large maps; 4 death lasers = 25% of enemies killed. (One quarter of the enemy team is destroyed). The death lasers battle mode would be available for matchmaking battles and pro battles. For this mode to work well with matchmaking battles, all the matchmaking maps must be available in all different sized, and chosen randomly when selecting the death lasers game mode. Abbreviation: The "Death Lasers" game mode would need to be abbreviated to DLS. Daily missions: I have forgotten to suggest to add this "Death Lasers" (DLS) game mode to daily missions. Sorry about that. Yes, of course, to encourage players to use and participate in Death Lasers matchmaking battles, players would be required to complete daily missions for the Death Lasers battle mode. Let me give you some ideas for what kind of suitable missions players could compete in Death Lasers missions: 1. Charge up 10 Death Lasers to 100%. 2. Destroy 100 enemies simultaneously in Death Lasers missions. 3. Prevent your enemy from destroying your team for 10 seconds. 4. Play on any matchmaking maps which have more than one death laser. The above are very good examples on which type of daily missions developers could add. Yet, again, I am not forcing developers to add any of the missions mentioned above. Developers could create missions of their choice, as well as other players getting really good ideas for what missions to include. I have a very strong feeling that players will like and join this game mode very much. Players could very well make this game mode very popular like CTF or CP mode battles. Also, this game mode will attract and encourage entirely new players to create new Tanki Online accounts and get started, and ready to play. The Death Lasers battle mode should be unlocked at later ranks.
  14. RIDDLER_8

    Ideas for Game Modes!

    Hello everybody. I have another, yet cool idea for a game mode. This idea that I have in mind is based on the Star War lasers, but I will explain how this idea is supposed to work below. The death lasers are similar to the mechanics on control points, but behave in a totally different way. How the death lasers game mode works: This is rather complicated to explain. Sorry if I make mistakes, but I will try my very best to thoroughly explain on how this new game mode mechanic works. The death lasers would be a prop that has a bar that is 10 meters in length. Depending on the size of the map, one or more death laser point bases would be required. The lasers would function by having one or more tanks on either holding the laser points. The death laser point would charge deadly energy that would destroy all enemies on the enemy team base when reaching 100%. Let me give you a clearer example to make this more understandable. Suppose that one or more players, on the blue team holds the death laser. When the death laser reaches 100% charge, all the enemies on the red team would be destroyed simultaneously. Vice versa, the red team would do the same by holding the death laser, charging it to 100% and the whole enemy blue team players would all be destroyed at the same time. The only way to stop or slow down the charging time on either side of the death laser would consist both the blue and red team players to hold the death laser down. For example, if one player on the red and one on the blue team both holds the death laser together, the death laser would stop charging either way, just like control points do when there is a perfect balance of two players on each team holding the control point. The same mechanic would work for the death laser. If 2 vs 1 players on each team holds the death laser points, the charge would be up more slowly. Common sense. Amount of players destroyed per death laser: On small maps which have only one death laser, the death laser base would destroy all players on the opposing team when reaching 100% charge. For slightly bigger maps that have two death lasers located on them, each of the death lasers would destroy 50% of the players on the opposing team. The reason for less kills is to keep game balance at bay, without ruining it. Medium maps that have 3 death lasers, would destroy 33% of players on the opposing team when charged to 100%. Finally, for large maps which have four death laser bases, each of the death lasers would destroy 25% of enemies on the opposing team when reaching 100% charge. Matchmaking and pro battles: The death lasers game mode would be available to both matchmaking and pro battles. Visual representation of the death laser bar: I have created a rough visual representation of the death laser bar to illustrate on how this type of base is supposed to look like. The representation is not the final look, but gives an insight on what I am trying to describe for developers to better understand what I am requesting for such a game mode. A new gameplay mechanic: If this game mode is implemented, players would surely like the new gameplay mechanics and being able to zap their enemy teams to death. Please note that the more death lasers a map has, the less the number of enemies each individual death lasers base would destroy. Please read above. Team battle mode: This type of battle mode would only be a team mode, not solo mode. Game balance and battle fund: The game balance and battle fund will not be affected in any way. Developers would need to find the right balance between battle points, crystals earned and experience points gained per team destruction. Since this battle mode consists of destroying multiple enemy tanks at once, it would probably be feasible and suitable for developers to lower points, crystals and experience gained for this mode to avoid overpowering of crystals and points. Please note that I am not deciding any change in rewards or points. Developers can decide for themselves on the game balance and the number of crystals, points and experience points gained for this particular game mode. ================================================================================= That is all I have to say for this idea. Thanks for reading it. Please do not merge this post with any of my other posts, nor posts written by other players. Good luck and happy wishes that this game mode gets implemented into Tanki Online someday. Many thanks.
  15. OK. So you basically mention that loading screen would be free overall in containers. You could buy some from the shop with Tankions, but they don't have to be released in the far future.
  16. Loading screens reminds me of paints. It would be great to have different loading screens. Also, I would recommend to have Tanki Online screensavers as well. You did not say whether loading screens would be a free or paid feature. If loading screens are purchasable, would you buy them using crystals or Tankions?
  17. Answers to questions Mammoth It would be better if Mammoth's overdrive would be increased to 7.5 seconds, like you said. 5 seconds is just too short. During the active time of Mammoth's overdrive, the top speed of Mammoth should increase by double so that Mammoth can chase and destroy enemies trying to run away from Mammoth's overdrive. Viking For my perspective point of view, Viking's overdrive is a little too short. The firing rate of turrets during Viking's overdrive should be increased a little, especially for Freeze and Firebird turrets to zap enemies dead quickly. Titan Titan's overdrive is perfectly balanced. The only thing that Titan's overdrive needs is the ability to give experience points for every points of healing, just like Isida. That is perfectly fine and logical. Also, when you get into an enemies, Titan dome, the done should decrease your health and convert your health as bonus health points to enemies inside the dome. This would only work when the enemy's overdrive is active. Hunter I did not mention about Hunter, but I will speak about it now. Hunter's overdrive should last longer because when you capture a flag or a ball, enemies follow you and tries to kill you. By having Hunter's overdrive last longer, that means that enemies would be paralyzed for longer when Hunter hurls its electric shock overdrive to enemies, trying to steal your flag or ball. Enemies would be stuck for longer and Hunter players would get more chances are capturing balls or flags by the time you get far enough from your stuck enemies.
  18. RIDDLER_8

    TANKOINS - New Currency!

    I hope that I will get to earn enough Tankions so that I can spend them in the shop.
  19. RIDDLER_8

    TANKOINS - New Currency!

    If I buy Tankions outside the shop, then where do I buy them?
  20. Mammoth was my favourite hull. I used to use it all the time when I was Generalissimo and below. Now I pretty much use all the hulls. I still like Mammoth. One thing I can say is that Mammoth's overdrive does not last long enough, so its not very effective. It must be returned to 10 seconds like it was before. 10 seconds was the perfect timespan developers chose when releasing Mammoth's overdrive.
  21. RIDDLER_8

    TANKOINS - New Currency!

    I hope that the third phase will let players buy Tankions from the garage using crystals.
  22. RIDDLER_8

    Episode 220 of the V-LOG is live!

    Ah, that's great. I hope that V-Log 221 on August 23rd 2019, discusses about the upcoming experiment release of the test version of the new HTML5 version. I hope that everything works according to plan so that players can enjoy the new HTML5 without experiencing more bugs as with Flash.
  23. RIDDLER_8

    Episode 220 of the V-LOG is live!

    I thought that today there would be a V-Log. Will V-Log 221 be out next week?
  24. RIDDLER_8

    TANKOINS - New Currency!

    When will the third phase of the Tankions update be released?
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