Jump to content
EN
Play

Forum

Ackerka

General
  • Posts

    14
  • Joined

  • Last visited

Reputation

0 Neutral
  1. I would not underestimate TO developers and the Alternativa 3D platform. The implementation of strategic ramps that can be destroyed by one team and repaired or rebuilt by the team that has the same color as the ramp is similar to a tank implementation, so it is not beyond the possibilities. I assume that the border between TO and TX will be at the VR (virtual reality) experience. I expect that the Unity based TankiX will have a mobile version with VR support within 3 years but tankionline will never have such immersive virtual reality feature. If you think the game would be more interesting if such a partly modifiable map feature would be available at least in pro battles then do not hesitate and vote for it with the Like This button to get the attention of the moderators and developers. Developers can judge the necessary efforts, we do not need to worry about that. I have the feeling such a feature could be used to balance some of the asymmetric maps a bit as well. Imagine: year 2017, Aleksandrovsk map CTF, blue base: the red ramp that leads to the highland in the middle of the map is almost demolished. The blue viking goes up towards the enemy base and places a mine onto the ramp. In the meantime a red titan takes the blue flag. Although 2 blue firebirds tries to destroy it but the supporting isida and the repair supply keeps him healthy. But as he runs onto the mine the ramp demolishes and the titan cannot go up. He has to find another path to bring the blue flag to the red base...
  2. It is an option for TankiX too but there are many other things that should be developed in TX before to reach the same level of game experience as tankionline. E.g. the redesign of the battle selection mechanism in TX would be much more important. See my corresponding post if you are interested: http://echo.tankix.com/topics/7200-battle-selection-user-interface-proposal/ On the other hand tankionline is a matured product, so its developers may spend time on such enhancements like special ramps to keep the game's advantage over TX, overtake external competitors (WoT) and keep their players.
  3. Yes, red and blue ramps could be the solution to the sabotage problem you addressed. Your phrasing is easier to understand. :-)
  4. You have the point but I do not think it worth to switch between teams frequently on that reason because:- you can damage ramps without team switching. E.g. magnum could be great for that, - you loose your score by team switching, - it is not sure you can rejoin the battle Nevertheless, your point is right and I agree on that sabotage is a risk with "built in" enemies, who stay in your team through the whole game. We saw such cases on Montecarlo map frequently and it was quite annoying. Beside the voting system we can improove the proposal by fine tuning it: - map designer should be able to select which team can destroy a special ramp. In my eyes this will not add too much complexity to the implementation. Map designer would have an option to deside which special ramp "joins" which team and the current tank attack/heal mechanism could be used. Let me see a ramp on Serpuhov map. E.g. the ramp between the red base and the middle square could belong to the red team I guess or not? I'm not sure if it is obvious in all cases if a ramp is more important to the reds or the blues. It might depend on the flag delivery tactics and also may change through a battle in some cases. I believe this feature would be more interesting to have than a new turret. It would make tankionline an outstanding melting pot of a strategic and action game, so if it is not too complicate to develop then it worth a try.
  5. Although I do not know the internal structure of the system but I guess it will not increase lagging on the following reasons:- 2-3 special ramps on a map surely does not cause more overhead than 2-3 additional tanks. - ramps would be server managed tanks, they are not controlled by players, they do not act at all, so the synchronization is simpler. - ramps are not moving, so they cannot have such kind of lags. Did you ever see a standing tank lagging? Only the destruction and reappearance timing might be a bit different from player to player, which would not be too disturbing I guess.
  6. I think it would not look more crazy than isida heals a tank today.Yes, you would shoot the ramp direcly to damage it. This is how bridges are destroyed by planes in real wars.
  7. Certainly not all ramps should be destroyable. It is the task of the map designer to decide which ramps in which map worth to have this ability.
  8. Ackerka

    Ideas for Maps!

    The appearance of demolishable and repairable ramps would bring a new strategic level to the game and it would be a new challenge to map designers too. If you are interested, please check and comment my post on the following page: http://en.tankiforum.com/index.php?showtopic=337460&page=4 (Concerning its implementation by game developers, I hope they can carry it out by special tanks on a reasonable cost.)
  9. It would bring the game to a new startegic level if you would change some ramps, walls, bridges or other map components to destroyable. E.g.: - some of the ramps on a map would have 10000 HP. If its health would go to zero then the ramp is destroyed and cannot be used - independently from the team color (red/blue) the hits to the ramp would reduce the HP of the ramp - the ramp could be repairable by an isida - if there is no tank standing on it - before the ramp is destroyed. - once it is destroyed it can be rebuilt by isida with e.g. 5000HP healing. Concerning the implementation: I hope you could use the same code components that manage the HP of a tank, so these special ramps would turn into special tanks.
  10. If you also changed the keyboard layout (e.g. by alt+shift to be able to type special German characters then the Y and Z were swapped by the operating system and that might be the reason of why Z did not work. In my case the S key is in the same place in every keyboard layout I use. Nevertheless, the problem did not appear to me today, so I hope it has been fixed by the update.
  11. During the last few days (before 3rd of March, I have not played today, yet) I regularly met the following problem: tankionline stopped to respond to the S key, so I could not go backwards. When this happens the S key does not work reliably in chat either. The back arrow works even in this case. It is not a keyboard problem of my computer because if I open a text editor, then the S appears without problems every time I press the button. I use Google Chrome as a browser to play TankiOnline. By the time, I have finished my today's gameplay session (it lasted approximately 3 hours) and the problem did not appear, so I hope it has been fixed with the update.
  12. Proposals: - The "vote to end" idea seems to me a reasonable good idea but votes should come from the players of both sides - A battle could automatically end if there is no enemy for a specific time (eg. 2 minutes) - If want to automatically finish unbalanced matches then limit the score difference between parties instead of the score itself
  13. Constructive proposal: If the development target is to finish unbalanced games earlier then the score difference between the two sides should be limited not the score itself. In DM this might be the difference between the first and second player for example.
×
×
  • Create New...