Jump to content
EN
Play

Forum

ProlifeandCatholic

General
  • Posts

    15
  • Joined

  • Last visited

Reputation

8 Neutral
  1. ProlifeandCatholic

    Changes in the battle creation system

    ACtually, the reverse might be true. If the COMP is choosing a battle, it will choose a random map, right? SO, all those unknown maps will be played much more often!!! Hence, this is the best update ever if that is true.
  2. ProlifeandCatholic

    TO Collectible Card Game

    Railgun M0 Range: Infinite Fire Damage: Roll 1D6. 1=45 2=50 3=60 4=65 5=70 6=75 Reload Required after every shot
  3. ProlifeandCatholic

    TO Collectible Card Game

    What do you ll think? Let me know, and I'll post the stats for a requested gun.
  4. ProlifeandCatholic

    TO Collectible Card Game

    I realized I didn't explain maps and spacing! A map is not required, and if no map there are normally as many spaces per side as there are tanks. If desired, a map is drawn or picked. Maps have a tank limit, a map size, and effects. For example: Sandbox Tank limit: 2(per team) Size: 3(spaces per side, for example SPACE SPACE SPACE) Effects: Shaft: Before making a charged attack, roll 1D6. On a 1, 2, 3 or 4, the attack misses. Range is edited as follows: R3=R2. This simulates that shafts are not very good at all, and that it is a small map.
  5. ProlifeandCatholic

    TO Collectible Card Game

    Hunter M0 HP: 105. Action 1 Move Speed: 2 Explanation of speed. The speed is the amount of spaces the tank can move to. Example: TANK TANK TANK1 If tank1 has speed 2, it can move up to 2 spaces away. If this is a 3-space battle, TANK1 would move 2 spaces to the other side of the column.
  6. ProlifeandCatholic

    TO Collectible Card Game

    Smoky M0 Action 1 Fire Range: 3. Damage: R1-2, 20. R3, 15. Roll 1d6. If 6, damage is 35. Action 2 Reload Reload required every 5 shots. I assume these are straightforward enough. When you use a Fire action, roll a die. If it's a six, damge is 35. If not, damage is according to the range. You must reload every five shots. Your feedback on these stats is much apreciated, especially on the range damage(should only R1 be 20 damage?) and the reload time(What do you think is most appropriate for smoky? Railgun is a reload every shot, as a basis.)
  7. ProlifeandCatholic

    TO Collectible Card Game

    Rules Setup Both players decide on a match size. Three tanks per side is standard. Next, both players make thier tanks by choosing combinations of hulls and guns that they have. These are placed facedown in front of the player. (I can't draw but here is roughly what it should look like) Player 1 TANK TANK TANK TANK TANK TANK Player 2 A tank looks like this. Turret Hull Now, the tanks are all revealed. Flip a coin to determine who goes first. That player picks a tank and chooses one of it's actions(hull or turret), and resolves that action. (Standard actions are Fire, Reload, and Move.) The next player than chooses one of his tanks and resolves one of their actions. This continues until all tanks have taken an action. The round repeats, with the other player now going first. Continue until one player loses all their tanks. Range All tanks have a range, listed on the turret card used. The range is as follows. TANK(R3) TANK(R2) TANK(R1) TANK1 The range listed next to the tanks are for TANK1. Smoky M0 and Hunter M0 stat cards coming next, with explanations for the actions and all stats.
  8. ProlifeandCatholic

    TO Collectible Card Game

    Hi all, I am in the final process of designing a TO Collectible Card Game! (Tanki Offline??) It would be collectible(kinda like pokemon, pardon the comparison), with different packs of cards. A starter kit would have 2 M0 Smoky, 2 M0 Hunter, and two random starter kits(commando, yin-yang, etc.) Rules posted in just a minute. Obviously need licensing from TO, but it would be awesome if it was picked up by them.
  9. ProlifeandCatholic

    Ideas for Game Modes!

    I got this battle idea from AMS, jsyk... Color wars. Two teams to start, blue and red. When half of everyone is dead( you still respawn as normal, on the color.) all the people that died become team yellow and the rest become team green. Half dead, split into team black and white. Purple and pink. Etc. Once time limit is reached cry is divided as in TDM. So if you were on team red and team blue "won" that round, you would get slightly less cry than if you were on team blue. Which means tyhat if you were on all the winning teams you would get way more cry than if you were on all the losing teams. Also, to show what team you are on either there is a block of color next to your name, or the tanks are the color(no paints but would be less confusing.)
  10. I like it. Does this mean we can gift the GBs to people?? But the strategic value is huge too, if you drop a GB in some obscure corner of the map you could get a cap much easier.
  11. ProlifeandCatholic

    Make new players able to choose paint

    I think that brightening them, especially the green, while looking really cool would actually be VERY VERY bad for gameplay. Imagine a night time rio, then all of a sudden a bright lime green hornet tries to sneak through the raised side of the map. Never gonna happen. Right now the green basic paint gives pretty good camo, and now that paints cost a lot more that is gonna be the priority, Even the blue paint isn't bad, and I already bought the black paint for use on night maps. I like the darkening the black though.
  12. ProlifeandCatholic

    TO Collectible Card Game

    Hello all, I am currently in the later stages of designing a TO card game!! It is a collectible game, similar to pokemon(pardon the comparison), with cards for all the different guns and hulls, as well as marks. I am making the cards right now but here are the basic rules... Both players decide on a size for the battle. The standard match is three tanks per side. They each make their tanks, using a hull and turret for each, as well as any MUs available or tankers. Each tank is placed face down in front of the player face down, across from an opponent tank. Both players reveal all their tanks. Flip a coin to see who goes first. The first player picks an action on a tank. Standard actions include fire, reload, and move. When a tank fires it must fire at a tank in range. For instance, firebirds, freeze, and isida can only hit the tank directly in front of them, whereas a railgun can hit almost any tank. The attack is resolved, rolling any dice to affect the attack mentioned on the card(for instance, a hornet being attacked by a railgun has a chance to dodge the shot, and the railgun must determine how much damage it does), and then moving the damage slider on the defending hull card to show how much HP that tank has now. After the action is done it is the other player's turn. Rotate taking actions until every tank has taken one action. When a tank loses it's last HP it is removed from the game. Now start over! I am still fine-tuning the rules, but it will end up something like that. Let me know what you think! Smoky M0 and Hunter M0 card stats coming in next post.(Guess why)
  13. ProlifeandCatholic

    Homeschoolers Club

    Age: 14 Real name (optional):Kolbe Country:USA English level (1/10): 10/10 (native) Have you ever been banned?: Nope. Are you polite?:Ummm.. No. JK, always. Are you a homeschooler : No. JK Why do you want to join this club?: Because it is AWASOME!!
×
×
  • Create New...