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DmanBattleMaster

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Everything posted by DmanBattleMaster

  1. DmanBattleMaster

    Ideas for Game Modes!

    Another NEW idea of mine I have just recently come up with! Elite Gold Battle! Higher ranking Tanks (or operators) could have an option to REALLY challenge their skills pitted against other HOT HEADED and arrogant users who must think they are best, and can't be convinced otherwise until they have been defeated in an Elite Gold Battle where He has Gambled away ALL his Gold (or some, however many) Boxes. Simple mechanics really! Each game created takes some time til developed, and once it starts, no one joins. If one leaves early, they lose crystal? Maybe. IDK! While game is in standby or everyone waiting, they can choose to include How many Gold Boxes they wish to GAMBLE! So if one player only wants to RISK losing ONE box... he can choose the One box. If someone chooses 3 boxes, he risks losing 3x boxesl How ever MANY boxes one wishes to Gamble... is how many times one can die in the fight. So if you contribute 20 minutes into a fight, and died 3x times. Everytime you Die, you automatically Drop a Gold box on the field. If your only allowed to die 3x in game giving up your 3x gambled boxes... once you die that third time, you are stuck in spec mode, waiting til fight ends. So as I said. This fight mode only for the higher up! Only available to those willing to risk giving up their own. So if you only risk ONE but you're reallly good... you last long time before you die, and than you give up your box as it now drops but you can't respawn cause that was the only one you contributed. What you think? Elite Gold Box War??
  2. DmanBattleMaster

    Will AlternativaPlatform develop other games similar to Tanki?

    Start with Warships Online! Similar in design to TankiOnline. Allow the Warship Captain to design his ships as customary as he designs his Tanki (or tanks). Choose Ship Hulls, the body of the Warship, and it's Armaments. What's different, is Warships would take longer to build up their speed and similarly inable to slow down as easily, having to manage speed and turning in the water. Warships could design in similar fashion, their combo, using any creative and unrealistic armament that Tanki Online uses. So Flame on a Battleship, or Twins on a Battleship, or Frost on a Destroyer, or Striker on a Cruiser, etc. Just a start anyway... For Warship Online... use Battleships, Cruisers, Destroyers, Frigates, and Subs.
  3. DmanBattleMaster

    Ideas for Missions!

    As I commented to the other comment... allow it to be a choice. though I think 1 million CRY could be excessive... when they also been earning CRY weekly and monthly... if they don't that was their choice... My point to the idea... give a slew of options they choose from and they have to make decision what's more important to them.
  4. DmanBattleMaster

    Ideas for Missions!

    Those could be ideas to be included as options as well... what I mentioned, the 1 month and 1 year prizes are awards one chooses. SO all those options could BE included as Options. ANYthing else mentioned for ideas could also be OPTIONS. So include all of the options, but every one winning the 1 month and 1 year prize at each applicable earning... could have ALL those options mentioned available, but can only CHOOSE one! As I also mentioned... the 1 month (4 week) chosen at the time of the 1 year (52 week) prizes can not both include Pro pass award, so not able to stack the Pro passes.
  5. DmanBattleMaster

    Ideas for Missions!

    Well than... it's settled... Great minds think alike?? :) For what it's worth... I never noticed your idea year ago. What I said I came up with all on my own! But good Idea than, if I do say so myself!
  6. DmanBattleMaster

    Ideas for Missions!

    What you both think about my Idea mentioned above?? Keep the 4 week prize continuing every week? Allow an option to include a 1 month prize every 4 weeks. Include a prize to include every 52 weeks... to allow players the incentive of staying focuses and rewarded, to keep their mission completion rate going much longer?? If you liked the idea... Please make sure you LIKE THIS above ^
  7. DmanBattleMaster

    Ideas for Missions!

    This idea... might also be included in the Supplies idea thread, although I'm referring to Mission rewards, of completing missions consecutively. Instead of a Week 4 repeat prize upgrading... you continue to get THE SAME amount of week 4 every week, from 4 on. However, Ontop of the week 4 prize, you ALSO should get a once month prize of your choosing! Many options can be included. So every week 4, you get the the stash of week 4 prizes you get every week after week 4, AND on that week 4 only, you get a once a month rare option prize. So week 4 gets the week 4 prize of many supplies, Plus a choice of various 1x month rareties! When you get week 5 done, you only get the week 4 prize repeat. Week 6 done? Still only get the Week 4 prize repeat. Week 7 done, you still only get the week 4 prize repeat. On week 8, if complete, you get the Week 4 prize repeat, and again your choice at a 1x Month rarety prize. 3 more weeks continue to pass at the week 4 repeat prize each week, in between each 4 week increment. Continuing on this pattern, on weeks 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52(1y) with each of the 4 weeks mentioned, getting the 4 week repeat, PLUS an option 1 month Rare prize. After the 52 week prize, when an active player reaches that long without stopping, the pattern should continue with an additional Unique Prize! So on week 52, you get the Repeated 4 week prize, + the Rare 1 Month prize, + the 1 yr Unique Prize. The purpose of each upgraded performance prize for completeing missions, is to keep players hooked on returning! Everyone already commented how boring and dull the 4 week repeat is without rewarding those who have continued the weekly prize for 8, 10, 12 weeks, to many months now. I my self have gone for months now, and have passed a 4 week mark at least 2x. Because the prize hasn't grown any more... AND it shouldn't... but instead, add to it... Otherwise, the thought has come across even my mind... as probably most on here. after 2-3 months in and the extra supplies not doing much, the incentive to keep that going would be the 1 Month rare optional prize which adds to the weekly repeat after 4 weeks. However, if going 6, 7 months straight of choosing an occasional 1 month rare, and only getting the weekly 4 week repeat prize, some may not want to consider... maybe taking a break... thinking to self... "i'll take a break, and rebuild upto my 1 month rares in a few days..." than the potential of getting to choose a much more awesome ONE YEAR UNQUE option is looming in near future, they will keep that going to focus on continuing their missions. As for what these prize options could be?? Could be various options... even UNIQUE options for DISCOUNTS on certain items on their inventory that is avail ONLY to that player! Maybe higher discounts than that they'll see elsewhere. Ideas for a 1 Month Rare Prize; >A combo; 1 day Pro package w 10k CRY and +10 supplies (no gold no repair) (for consideration; can(n't) stack, or choose at same time, as any option including Pro). or... >A 3 day Pro package (for consideration; can(n't) stack, or choose at same time, as any option including Pro). or... >30k Cry. or... >+30 supplies (no gold. no repair). or... >30 Repair (no other supplies). or... >10 gold. (more prize ideas to come... will be back to edit this soon with prize ideas... I wanna gather my thoughts for ideas) Ideas for a 1 Year Unique prize; >A Combo; 5 day Pro package, 50k Cry, and +50 supplies (no gold no repair) (for consideration; can(n't) stack, or choose at same time, as any option including Pro). Or... >A 7 day Pro package (for consideration; can(n't) stack, or choose at same time, as any option including pro at 1 mo). Or... 100k Cry. Or... >-80% on any owned Turret upgrade available at level (to reach next full lvl). Or... >-80% on any Hull upgrade available at level (to reach next full lvl). Or... >-80% on any protection module upgrade (to reach next full lvl). Or... >-60% on any Paint scheme available. Any other Annual, 1 year, on 52 week completion, Unique prize options, ideas that others may come up with. As I mentioned. In summary, When you hit any 4 week increment of your weekly MISSION completion, you gain the regular 4 Week supply gain + Any the 1 month prize available (only choosing one) per 4 week increment. Same with the Annual prize, once a player hits the 52 week completion, they get the regular 4 week supply gain, + any choice of the 1 month prize, + any choice of the 1 year prize; exception being, if considered against as I pointed out, can't choose any two options including Pro. What does everyone think about my upgrade prizes? Keeping the 4 week award to repeat every week, + the 1 month choice every 4 week increment, + the 1 year choice every 52 weeks completed?? Please... LIKE THIS Below... \\/\// \\// \/
  8. DmanBattleMaster

    Ideas for Turrets!

    Another Idea! Plasma Power Turret! Has two different purposes, but neither be available, or used, at the same time. I figured sense we now have a Tanki turret capable of helping other teammates with Health, the Plasma Turret can be a teammate productive turret as well. I have two different combo ideas that can be used, either idea having two purposes. One use stored up Plasma Energy to create a Plasma Area Shield. Idea 1) Plasma Shield/ Plasma (Power) Boost (not to be matched with #2, only replace); The Plasma Shield, (pressing Space and Holding) to Engages/emmits a Shield like sphere in a general area around tank, reaching far enough out, that 3-4 allied tanks can squeeze inside taking cover. Any take hit by any KINETIC TURRET from outside the Sphere receive 1/4 damage the weapon deals, with a weak spot of the Tank itself! If the tank emitting the Plasma Shield gets hit, It takes 1/2 the Damage, with the other half contributing to the Plasma power. No matter it's mode, the Plasma Power Turret redirects any KINETIC ENERGY it takes (when the tank is shot, and hit, by kinetic armament) into Plasma Power, charging it's Plasma Power Tanks. The Plasma Shield only lasts til the Turret runs out of Stored Plasma Energy The Plasma Power boost mode (press/release Spacebar to engage/disengage), instead of Directing the Plasma Power to stop kinetic weapons, this redirects the Plasma Power to Boost KINETIC TURRETS of ally/friendly tanks, so the Turret makes a visual link of Plasma Energy with Ally Kinetic turrets, and these Increase by 1/4 of their RAW attack, and double their reload speed. By increasing their Raw attack, these turrets can still double that with Attk Supply. So lets say a Thunder Turret deals 12 damage raw, +3 (1/4) x 2 (Supply) the Thunder with both a Plasma Power boost, and an Attk Supply boost, deals not 12, but 30 damage, and reloads twice fast. This Power Boost only lasts long enough til the Plasma Power Turret runs out of stored Plasma energy! Once it stops, either running out, or the turret operator discontinues, drives too far away, or killed, it has to wait til it reaches 50% before ANY use. The Turret can charge upto 3 different ally tanks simultaneously, but doing so drains it's Plasma tanks that much faster! All 3 still gaining a 1/4 boost of their own raw damage, before any supply, but charging 3 targets same time, the Plasma Tanks will only last 1/3 of the time compared to charging only one. With these for Idea 1, there is no manual attack by the Plasma Power Turret. However, when any ENEMY tank is within "SHORT" range of turret, and neither option is being used, the turret automatically fires weak plasma streams at the enemy, draining life and restoring Plasma storage. If the turret is being used for Plasma Shield, or Boosting other's Power for weapons... the turret will not automatically attack enemies. - - - - - - Idea 2; Plasma Shield/ Plasma Burst (not to be matched with #1, only to replace) With Idea 2, the Plasma Shield remains the same (still using Spacebar Hold). The Turret gains Plasma Energy the same, taking KINETIC SHOTS against it, with only 1/2 of the KINETIC DAMAGE effecting HP, the other 1/2 applying to the recharge of the Plasma Tanks. For the Plasma Burst use of Turret when the Turret reaches 50% storage capacity, at any time, the Tanki op can hit/release the Fire (Spacebar) button, and the Turret releases an immense amount (releasing all of storage) of a Plasma Burst in an aligned straight shot which will effect everything in it's path til off map! Trying to describe it, I'm picturing a Big fireball release, except it's pure blue with charged shocks coming off it! Any enemy tank it touches, it effects, on it's path off the map. I got the idea of effecting everything it hits from Heroes of M&M V, the Academy Race, they have the Mage, when he uses his magic attack, fires a never draining sphere of energy which effects friendly, and enemy, targets in straight line, until it leaves map edge. Again, was idea from a different game, just using as reference. Hitting one target does not discharge the Plasma Burst, only reducing what's left. As the Plasma Burst passes each enemy target, you see an Arching energy charge from the Burst hit target unleashing plasma damage til it's out of reach. The Burst continues to move (lets say it travels slightly slower than a Striker Rocket), not slowing down. So in direct pass over head, say the Burst takes 5 seconds to pass an enemy tank, and deals 50 damage per second. Say the Burst has 500 damage stored from when the Plasma Burst was fired. First target, the burst taking 5 seconds to pass, got 250 damage. The next target was far enough off to the side, it only took 2 seconds to pass close enough to strike it, only got 100 damage, next two targets farther away, barely got 1 second of strike from Burst, only 50 damage each. That leaves 50 damage left in the burst before it passes off the map. The more damage the Burst deals, the smaller it gets, so with only 50 damage left, it's a fairly tiny blue ball of plasma fire as it disappears off map. The Plasma Burst turret can Fire at 50%, so say it deals 500 damage if released that early! If the Plasma Burst Turret op choose not to fire, and waits til 100% charged, it fires a Burst worth 1000 damage, still only dealing 50 damage per target, per second til it's discharged or off map. The RISK? You can't use it without firing the Burst until your ready, so you continue to get shot taking damage! FOR BOTH IDEAS 1 & 2... The WEAKNESS?? I said the Plasma ONLY charges on Kinetic Energy! So anything of Fire, Frost, Rail, Double cannon, Isida, Plasma Power (this same turret on enemy side, obviously if introduced) impacting the Plasma Power turret, does not contribute to the Plasma charge, and will Pass right through the Plasma Shield... so even allies who think they're safe are not vs those enemy turrets. Kinetic, which I created this Turret to use for Charging the Plasma, are those which strike physical damage; Shaft, Thunder, Hammer, Rico, Smokey, Striker and anything else that deals Impact, or Physical damage, are Kinetic, and contribute to the Plasma Power charge. As some of those non kinetics mentioned must get close to attack the tank, the Plasma Power turret still draws HP- Plasma from those tanks automatically if nothing else being used, charging the Plasma tanks. What's It look like? I'm thinking a Giant solid sphere of somewhat... like a Crystal Ball on top the Tank Hull. As weird as that may look, it makes sense. The Plasma charging on the ball will show like blue fiery Plasma energy being stored in the ball, and the greater it builds up, the brighter and larger this Plasma Power ball appears to get.... though at full charge, shouldn't be size wise too much bigger than if empty, just brighter of a blue! Everything Blue. Blue Plasma Shield, BLue Plasma draining Arcs, Blue Plasma Burst ball, the Plasma Ball on turret, etc. all Blue. However.. consider... The Red team Plasma Energy could appear a deep red, like the red of team, but not so much a Fire engine red. Everything involved the Red team Plasma Power tanks, the plasma energy is red. Red Plasma Sheild, Red Plasma draining Arcs, Red Plasma Burst ball, the Plasma Ball on turret, etc. all Red. Without Firing the Plasma Burst, or without Emitting Plasma Shield, if an enemy target get Close to Turret, it strike enemy draining enemy take HP charging the Plasma Turret storage. NOTE TO ALL... all numbers used were for demonstration purposes only, even those I referred to other Turrets, for I didn't take the time to research what does what. The numbers were just used for examples to make point. Developers who choose this Idea, can, and should, re-specify what numbers are what, including when making the Micro Upgrades and Macro Upgrades! Sorry for the long detailed idea. What does everyone think about my Plasma Power Turret? Which Idea sounds better? Please... LIKE THIS Below... Thanks
  9. DmanBattleMaster

    Ideas for Turrets!

    I liked the idea... I been considering the same! I would consider it slightly different though. Turret; Artillery Fire. Can fire in two modes, similar to the Shaft or Striker. Btw... to those who suggested a Rocket launcher... that is your striker! Anyway. In real life, Artillery had to take a moment to "Setup" before they fire on target. In Sid Meier's Civilization game (Very different than T.O., i know!), the Early siege weapons would expire a move point, often wasting a whole turn, before able to fire on target. So, in game. Primary firing mode, Holding Shift for a minimum time, maybe 3-5 seconds, you see "Auxiliary" Legs extend from back of tank, and push into ground, while the Artillery Cannon barrels move upwards. As the Operator, Your Camera view changes going aerial, looking down from high above, about 45 deg angle, and slowly moves forward. In this Auxiliary view, you see two Targeting rings, one 3x the size of the other, with smaller ring centered inside the larger, and as both rings slowly move with camera (still viewing from High Above), the center ring shows where the armament will land causing most damage, and the outer ring will be the splash damage of armament. Can still see anything occurring on map, however, as your tank is locked down, the turret does not move, so you can not change direction of the Artillery fire! As the Shaft slowly zooms in, and you can not change the rate it zooms in, when your locked down in Artillery, and the camera moves forward you can not change the pace it moves. This offsets your ability to see everything, so it's not so OP, as the operator can miss his opp if not paying attn. The camera moving high and forward will portray the targeting circles as far as, maybe the max range of shaft, not firing any armament until you release the Spacebar (Firing commend) at which, the Artillery will fire 3x successive and explosive shells about 3 second apart. So when they land, they are, say 3 feet apart between each, cause the Camera and aiming continue to move slowly, as they fire, and land! The moment you release the spacebar, the launching begins, but it takes an extra 3s-6s-9s before each shell hits respectively! As anyone in the game, if you have Sound on, You hear the DEEP BOOM Sounding Cannon fire from a distance out, anywhere on map, and if your in the area of where it's targeted to land, with the sound of the cannon fire, you also hear whistling sounds getting closer before the shells land. Also... make the Artillery Turret when Locked Down, CAN NOT move no matter who pushes on it or how hard! It can not be interrupted by force when it's locked in! If destroyed, it only effects any shell expect to fire after it's destroyed... so if the Artillery turret Locks down, and the operator is setting up, and sees the targeting land where he wants, and releases the Firing of artillery, if he starts taking fire, and is destroyed before Any shell launched in subsequent firing, than those don't release, and don't land on target, only those that got out before it's destroyed. Secondary firing mode; Just like Shaft, if you hit and release Spacebar, you fire a single shot which acts as a big Shotgun shell landing 5-10 feet ahead, possibly causing minimal damage (like the same as Thunder), and able to fire up to 3 different rapid shells with only seconds between, but after all three fired, needs a LONG time to reload the Artillery shells (maybe a minute?). The reloading time doesn't start til all 3 have emptied, unfortunately. Also, in Secondary mode, you can move turret left and right, and up/down (close or far) but only has range upto medium. If you go into Primary Artillery Fire, your targeting will not reach anything in Short range, the closest being Medium range. The shells in Secondary mode would cause a lot less damage, as the force of impact is extremely high for Artillery being launched high in the air before coming down on target, vs the secondary fire is short from the turret and doesn't arc very high. What's anyone think about my Artillery Firing? Please... LIKE THIS Below... p.s. I'd provide a pic, but I can't figure out the picture uploading mechanic of site... always tells me the format i'm uploading is not acceptable according to tanki standards... yet, I've read through the instructions explaining "HOW TO" upload. I've formatted to either format suggested, and uploaded to Mega, and tried posting link on these threads... many times, to no avail. Google Da Vinci Triple cannon! It's three cannons side by side. My idea would be similar, except they'd be one on top of other, and top two slightly farther back than the one below... when it fires three shots in either mode, each shot comes from a different of the three cannons. As I mentioned... In Artillery mode, all 3x fire in rapid succession when you release the firing sequence (release space), however in Secondary mode, or tank mode, the three manual fire, but do NOT reload til all three done. Both taking longer time to reload in between! As he mentioned a "Laser" pointing on ground that all may see... Maybe consider a visual of the targeting Circles the Artillery op sees from his Targeting viewer showing the circles I mentioned... so those same circles show on the map as anyone in the area, ONLY AFTER the Firing sequence starts! So when you HEAR the Initial BOOM, you see the first targeting two circles on the map where they'll hit... anyone seeing has less than 3 seconds to move before the shell hits, and with each successive BOOM from the following two shells (explained above) you see the repective Targeting circles where the shells will land, still only having about 3x seconds. However, knowing when the first shell fires, once familiar with, people will know to expect two more!
  10. DmanBattleMaster

    Ideas for Missions!

    Easy! Some people don't always read all the comments ahead and therefore may not have seen your idea in advance! I've done that before, and noticed after I posted an idea that someone else mentioned, so I go back, edit my idea, and state "i just discovered idea was mentioned, so I want to give props to you as well." often, my ideas seem A LOT more detailed, even more than someone who already suggested same, so it's as if my idea is extending upon theirs. Afterall... when others repeat your idea, it's still on record that your idea was first, so they won't take credit from you for the idea... and at that point, it'd ought be nice to know... others agree with your idea enough that's it's been repeated!
  11. DmanBattleMaster

    Sam51033 trying to catch a date? than some!

    Unfortunately, your proof is not sufficient to take action.
  12. DmanBattleMaster

    Ideas for Supplies and Drones!

    YES! I liked! I've considered this for some time... Some sort of a Shield! I wasn't sure how to word It though!! I think you NAILED IT!!
  13. DmanBattleMaster

    Ideas for Game Modes!

    I actually think this could be a good idea, for an option in a game setup screen, for someone hosting the game. Pro of course. Here's my concern... Your in a match. Say it's 10 v 10. You get in... you kill, you get killed. Next thing you know, you seen a pattern. The same guy you've killed once when you had a good fight, suddenly seems to target you! You fight, either he kills you or vis versa. Suddenly soon after, there he is again! Meanwhile he talking trash about you in the game chat. Does he have a personal Vendetta against you or something? By the time the game is over, you realize he's responsible for half the times you were killed! If option was available, where you can remove Name tags from Enemy only, no matter how close they are to you (they do seem to not appear when far away)... than you can't know who they are by targeting. Only after you kill, or they kill you, will both know in the kill tracking on upper right of screen when it says "Who Killed Who"... the only way to consider ANY recollection of who your target is... is by Paint! In a map where likely everyone uses same Paint, such as snow, and most using white or snow camo... it would be difficult to know who is what by paint! So than, people stop trying to carry out personal vendetta's and just play the game! I'll be honest too!! I've done the same, some times! I have found my self wondering "Where is that guy" because he had the better hand in last fight match, or the last time we faced each other!
  14. DmanBattleMaster

    Will AlternativaPlatform develop other games similar to Tanki?

    I'm just wondering, if the makers of TankiOnline will ever develop other like games? Or if they would consider ideas to do so?? For instance, the biggest competitor of T.O. that I see online, is World of Tanks. Although different, cause they use realistic tank designs... the idea is similar, control a tank, drive around, destroy other like tanks til you die! World of Tanks, developed by WarGaming.net, also develops World of Warships, World of Warplanes, and few other games aswell! I'm not here to brag or advertise about other products in competition with T.O. What I want to know is if makers of T.O. would end up developing a Warship like game, or a Warplane like game, but like TankiO? Customizable Warships... in same fashion of Customizable Tanks. SyFy ideas that don't even exist in reality, just like TankiO has. So choosing a Battleship, Cruiser, Destroyer, Frigate, even sub vessel (hull) and Armament of choice (Turret) using some similar ideas from TankiO. Of course, being of Warships, the battles take place on the waters, not land. Call it WarshipiOnline, using Warshipi's! Maps could take place among different Island schemes, and what is on those Islands could create different challenges for the Warshipi's to fight eachother! Than change it using the same idea as planes, on a Warplane like game. All same ideas, now the fights take place in the air. Have six or eight different Airframe Bodies, and many more Weapon systems to choose from, and allow custom creation of Warplanes... or Warplani's and call it WarplaniOnline! Though the battles taking place in the Air, what is surrounding the map from the ground could create different challenges... Buildings, canyons, stone structures with over hang and bridges... etc! The Warplani's could even spawn on the ground at beginning of each fight, have different Airfields on the map, and each death, you spawn a new airfield, air strips, airports, etc. What does everyone think?? Should TankiOnline creators develop WarshipiOnline and WarplaniOnline?? Click "LIKE THIS" below!!
  15. DmanBattleMaster

    Ideas for Missions!

    I think... i'm just guessing... but it's an educated guess... so i think that the TOPIC MERGING tool is a tool the admins use to blend like topics... If there is already a thread about Turrets... and somone starts an idea somewhere that he's talking about a specific turret, the admin would merge the specific turret with the thread about turrets... again... just my guess!
  16. DmanBattleMaster

    Ideas for Turrets!

    Maybe?! How would you restock if alive? Ammo station on map for either team? Or Ammo supply boxes? Either way, it wouldn't matter what ammo you need, you resupply the same way as everyone else, and the Ammo restocks the turret you have! If Ammo box? it's good for either side of team, and for everyone on DM! have equal amounts of Ammo supply boxes as you would the ATTK or DEF boxes... spread out evenly, but each drop spot supplies faster... think about it, everyone going to need to restock their ammo more often than wanting to use double attk and defence. So equal amount of AMMO drops, but they supply faster. Or if Ammo Station? An immobile Crate or cargo box looking object (think Industrial Map, those Metal object rail car boxes, or the stack of wooden crates under bridge), one that doesn't look like a supply box droppng, but a solid object on the map. Should have a glow to it, maybe glow for team color, or green glow for DM. No effort to collecting, just simply get close enough, and it restocks your ammo. It's limited, but recharges faster than a Supply drop Box would. Maybe only 5-10 seconds after someone takes their ammo, more ammo available for the next! This way, the idea you mentioned works... but no one is left for dead automatically cause they run out of ammo! They have options of restocking... BUT... maybe make a REstock option available Mobile aswell... Using? The one and only tank that would be fitting! The Isida! One of two ways this could be done... It happens simultaneously when the Isida is charging the health of ally... it also is (slowly) building up the Ammo supplies for the ally tank. OR, the Isida Tank simply comes to DIRECT contact with the ally tank, and the Ammo is instantly restocked! Either way could be reconsidered! AND... to be fair according to the other options in respect to having Supply drops... and being able to BUY your own supplies for same drops as well... they need to allow AMMO supply to be purchased as well! ORANGE Box! Yellow for speed, and Red for ATTK, Brown for shield, the Orange drop box could be the AMMO Supply! Attach it to Key 7! HOWEVER... Idk about some of your numbers you mentioned! They seem OP for some of the Turrets... but I don't know how to improve the ratios... I think this should be left up for the Dev's for this idea! IF you like this? Please do below on the right... to show a vote for idea to Dev's!
  17. DmanBattleMaster

    Ideas for Supplies and Drones!

    Yes... I do Agree and I did LIKE! One thing they can do to limit supplies for those who dislike supply users (druggers), besides my idea above of Supply Slots... they should limit how often your able to visit your garage per battle! Sometimes, and I do it myself, some people visit their garage more than once per battle. They should limit it, or cost us when we reach the limit, how often one visits their garage, that way, someone can't change tanks more than once per battle, can't stock up on supplies more than once per battle, and if they include my Supply Slot idea, allowing tanki's to have MANY Supply options, but only so many slots to use, would limit how often they visit Garage to adjust their supplies for that battle... If they visit once already, maybe when they try a second visit in same battle, they first are asked, with auto assumption, "Are you sure you wish to spend 250 CRY to visit Garage again?" Also... as for your increase supply award for completing missions... maybe they increase how much per level... so when your medium level, every mission nets you so much... but when you gain a level that increases! ------------------------------------------------------------------------------------------------------------------------------------------------------------------- LIKE THIS? Show! \\// \/
  18. DmanBattleMaster

    Ideas for Supplies and Drones!

    No... I like my supplies. Why would I want them limited?
  19. DmanBattleMaster

    Ideas for Game Modes!

    I like the idea... maybe with some improvement, or more detail!! I would call it Box Hoarding! Which would be what was mentioned, with a WICKED TWIST!! So each size of map could include an extra 5x Drops... the smallest size of map could include 5x drop zones for the boxes. Next size up would include 5 more drop zones, and so on! I think their are 5x total size categories? Small, medium, large, extra large, huge? Idk how many different sizes their are, but taking a guess to show my point. If their were 5x total sizes, Huge being the largest, and each had 5x +, than the Huge would include 25x drop points. Also... each box dropped is Nuetral! Grey! No color! Anyone taking box needs to sit on box to collect for 5x seconds, pending you Survive! However, Collecting the box does not permanently give to your team!! Noooo! Here's where the Twist comes in! As any Team game, both teams have their own respective sides of map they spawn on! For either side, the Base, all the boxes collected by team appear in the Base, and start stacking in "a secure spot"! So after a while, it's a stack of bunch of boxes. These are now colored, as they are collected, by the respective team's color. Why collect on the map in the base? Cause the opposing team can try stealing your box, collecting it the same manner they collect the Neutrals. This creates a battle of WITS!! Who collects Neutral? Also attacks and fights others for the Neutral? Who Defends those in the base? Who attacks the others Base and tries to collect the boxes? To survive, real team work would have to be displayed! CTF was challenging enough worrying about defending base while attacking other base, to collect a flag and survive long enough to get it home, only to find your flag is gone, and now you have to survive long hoping your flag is returned!! But with Box Hoarding? they don't need to run back across map to return a flag, or box. They just need stand on your team's boxes long enough to gather each one. Yes. Each one. Not ONE box with a number representing how many boxes are being Hoarded... Many boxes, all representing One point each. So if your team has collected 5x boxes from the field and 5x more from the other team, your team has 10 boxes stacked up in few different stacks, in the back of your base some where. How many per stack? I don't know, let the developers figure that out! But to take each box from team, you have to sit there on the box for 5 seconds, EACH BOX!! So if you show up in opposing team base, and see many stacks, first stack you pick has 5x boxes stacked, you pull in sitting on the bottom one for the 5 seconds. It disappears. If alive, continue, 5 more seconds pass, the second disappears... continuing, if able, and you survive long enough, after 25 seconds, that whole stack is now in your base! But only need 5 seconds per box, each disappearing individually! Than it comes to serious TANK battles in either base, trying to take or defend your box HOARDING while some teammates still trying to collect Neutral, and others are attacking the Opposing team's boxes! Also... can only try taking One stack at a time... if your tank is pulled on box far enough that you are touching both? either or... neither stack is counting in your favor til you pull back, only touching one stack at a time... or even though you touched a stack stack after first, it still only counts down on the first stack touched, although if entire stack disappears, than you continue to count down on the second stack. Most likely, you will not surive long enough, as the opposing team likely to kill you! Obviously, the team with the highest Box Hoarding score wins the game! Maybe time limits? Maybe box hoarding Goals? Obviously it can get OVERSTOCKED of boxes if allowed. However, the larger maps with more Box Drops, will likely have more space in their base to hold more... so the larger maps allow teams to hold more, allowing the Box Hoarding game to last longer. Scoring individually? Maybe the game keeps track how many Boxes each player Collects (Neutral), Interferes (kill shot of someone taking Neutral), Steals (effectively taking opposing team box), and saves (kill shot on someone taking your team's box), along with kills and killed, and experience is tallied up, like any other, and rewards of CRY can be given according to the Battle fund, relating to how each did, just like other game modes on maps, and how they track the exp. Soooooooo..... What's everyone think of my Box Hoarding Game Mode, added to what was mentioned? Please >>>> Click >>>> LIKE THIS >>>> One last point, each box drop takes so much time, (idk how much, developers choose), \\\/// Like 30 seconds or a minute, before next box drops on same spot. HERE So obviously if one disappears, camping for next would probably be a bad idea! \\// But unlimited, continuing to drop, until game is over. \/
  20. DmanBattleMaster

    THE GAME winners announced!

    I want to know the SAME thing!! And what my score was!! I don't see anywhere that shows my score! Everyone should at least got a PM in their inbox at the end, says... "You answered so so correctly, here are the correct answers for what you missed, you gained so so score, and earned so so reward... thanks for playing, see you next year!" etc etc... or something!! But we don't even get to know our Score? Unless you scored in the top two categories, and you know as everyone knows, that your name is listed! TO the admins... if you think a "We don't have the time to include everyone details in PM..." response is going to cut it?? NO!! Forget that! We all took the time every day to put some sort of effort in to the game, THE LEAST the admin team can do, is TAKE THE TIME to let everyone, I mean everyone including those who fell short of anything. who had any effort in the game, know what they did personally!! PLEASE!! TO The community who all feel the same... PLEASE "LIKE THIS" MESSAGE to send a message to the Admin team, how much of us agree!! Thanks \\// \/ |
  21. DmanBattleMaster

    THE GAME winners announced!

    I believe... I read somewhere it's ANNUAL?? So it comes once a YEAR? That's my guess!
  22. DmanBattleMaster

    THE GAME winners announced!

    Hello... Where to find out how many points we made? And if We won anything? I was not listed in one of the first 2 lists with names included. How to know if I atleast earned a few of the other rewards? Thanks. ALSO... how to know what the 5 answers were? I wanna know the official answers, not what the community tells me. So I don't wonder if correct or not. Thanks
  23. DmanBattleMaster

    Ideas for Supplies and Drones!

    Idea about ALL supplies In general!! This will allow a whole slew of extra supply ideas to be included, without any one tank being over powered, per level. This will also SOLVE those who hate DRUGGERS from using too many different supplies in one battle. This will also let Tanki's custom their supply options like they custom their HULL, TURRET, PROTECTION MODULE, AND PAINT!! My Idea?? SUPPLY SLOTS! TO be customized in the GARAGE!! Customized to each Hotkey selection! So many ideas are coming out for different supplies on the game, but only so few keys are left to use for in game hot key!! SO... if they allow for limited Supply Slots per hull... say ONLY 3 SLOTs on all M0 Hulls... than +1 slot per M level Hull... til level 4 has +2... M0 has 3x, M1 = 4x, M2 =5x, M3 = 6x, M4 = 8x. Max the supply options at 8! Meanwhile... their could be 10 or more supplies available to purchase, all available at their own Tanki Player level, so higher levels open more favored supplies... so Say low levels allows the mine, but higher level allows the Smoke Mine, where as a higher level could allow Flash Mine! and even higher level could allow Shock mine... However... Just cause you have certain Supplies you've bought inside garage, doesn't mean they are available. Each slot has it's own Hotkey! Now each Tanki commander must decide per battle what supplies he wants to have available per battle! So he has ATTK boost, DEF Boost, Repair, Mine, Smoke, and maybe another supply invented or another... all in his garage, but he only has 3-4 slots? he can only choose 3-4 supplies by choosing which of those supplies take up which slot... by deciding which supply is in which slot... he knows which supply is which hotkey... where as the next tank over... doesn't have the same supply setup... they customize their own SUPPLY SLOTS!! This can open up Tanki to USE ANY? ALL?! of these supplies mentioned here!! Introducing so many more ideas can allow so much more combonations to use on anyone tank! If 6-8 or so HULL + 15 or so TURRETS + so many Protection Modules + So many Paints... you thought that was a quadzillion different Combinations to be used? + so many different Supply combos for SUPPLY SLOTS... and you have nearly infinite Combination options for anyone to use!! Not everyone would have available the ATTK bonus or DEF bonus, cause they'd likely have something else chosen instead. Not everyone would have available a Repair supply in slot... cause they don't have it chosen!! Than categorize different Supply options in different categories... Any supply that contributes to Protection, randomly falls on the Supply drop for Armor boost... so not always an armor drop! Same with attack drops... not always an actual ATTK boost on the drop... maybe a supply made to increase rapid fire, or a boost that increases magazines for a short time... these supplies can randomly drop on the ATTK drop... Speed boost? idk diff speed boost categorized supplies... but ... this is a start!! What's everyone think?? Custom SUPPLY SLOTS?? YES?? Press the LIKE THIS > > > > > HERE > > > > > > > \/ \/ \/
  24. DmanBattleMaster

    Let's Discuss Supplies!

    That's Quoting Shakesphere IF he ever made it to TANKIONLINE!! Well... Maybe not, but He'd sure love to see it said anyway!! I started this to get a better feel for Supply Strategy! I'm mid ranks now, at WO3 (JUST ranked up)... and I'm not looking to buy any more equip than what I have, M1 Titan, M1 Viking, M1 Shaft, M1 Firebird, M1 Isida. Cause I'm an avid user of the Supplies of my own drugs, as much as trying to catch a drop.. I spent 17500 of my last 23000+ CRY on the "Supply 100 Kit". Suddenly I have an overstocked "drug" store in my garage!! I wanna make sure i don't blow through my supplies in the first week! So I've been wondering... does any one here have a typical strategy they use with Drugging?? IS there a rule you follow that allows you to use, or that you won't use? Limit per match? Typical turret combo? Etc! Again... just curious. And yes... I know their are plenty of Anti-druggers out there, and I'm sorry you feel that way! I for one do what ever it takes to survive in a fight, whether or not I must drug! I'm on the game to fight and win, so I drug up when I feel the need! Unfortunately I sometime pop a box and die almost immediately after, seemingly wasting what I had! Oh well! If you are against druggers on Tanki, than you probably wanna have nothing to do with this thread!! I don't mind you commenting, but if you decide to belittle or badger me in any way cause my playing doesn't agree with your? I will likely delete your comment when I see it!!
  25. DmanBattleMaster

    How long does it take you to rank up?

    I hit WO2 about a week ago...A lready, I just hit WO3!! My rank to WO2 was just after I had purchased the Christmas special package... with LOTS of supplies... And with all that CRY, I jumped up with som gear, Within the Wo2 to Wo3 rank upgrade... I gained M1 Viking, M1 Shaft, M1 Isida, M1 Firebird, and I already had M1 TItan... so suddenly upgrading those equipement helped boost my experience in battle, as well having the supplies, kept me a live to gain more at times!! So I think that matters. But with that Said, I just hit WO3 rank... and I need another 25-27 k CRY, so it probably will be more than a week!
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