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DmanBattleMaster

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Everything posted by DmanBattleMaster

  1. DmanBattleMaster

    Ideas for Maps!

    Once I can figure out this Mapmaking program!! I don't know if I know what I'm doing... but I'm willing to learn and Try! I have creative ideas for maps! Anyone willing to help me catch up to the learning curve of Alternativa Editor, and the Adobe Air. I have both Downloaded, nothing else so far. Thanks for any one help! I try and mod, or edit maps for just about every game I play! Edit to explain my attempts... I started up the Alternativa Editor and tried to play around with it. All I see is a white grid about 20x20 squares... estimated. The Tools on the right were visible but only included few Flag points, and spawn points... nothing else. When I try to Place any object, they don't stick to map! I try to place a second time, and the first placement disappears. When I change from one object to another, flag color, or diff object altogether, and try to place the second, again the first object placed disappears! SO that's as far as my attempts have gone!
  2. DmanBattleMaster

    Ideas for Supplies and Drones!

    That would be a smoke shield!! Creating a barrier of smoke! Tactical teams use Smoke Grenades to conceal an entry or movement. Flash Bang? Is the grenade which BLINDS and DEAFENS the adversary! I think they should have this as well!! As a mine? Drop behind you like any mine, but has a 3 sec delay, and FLASHES screan of those around, within Medium range of others... anyone looking within a 45 deg angle of the Bang, their Screen goes Blinding White for few seconds! If close, within Short range, no matter where looking, any tank gets a Deafening effect, as the games plays a deafening buzz in speakers, unable to hear anything immediately around you for few seconds, also if looking within a 90 deg angle toward the Bang... your still blinded as well! So those Medium range away, only blinded if they looking in general direction within 45 deg of the bang. Those Short range away, Deafened no matter where looking, but blinded if looking within 90 deg of Bang... so could have both! This just ideas of the effects. As for other details, cost, etc? idk! Could make these keys 6 and 7. Further... Some Tanks should be able to use the Flash/Smoke bangs as shots as well... with instant activation upon impact! Such as, Thunder, Hammer, and the other Pop pop cannon... I forget it's name. The one that by chance "shocks" target. The three tanks can have chance, with proper choice of button, to use as Shells for their Turret, for one use after. Make available the Mine as well, turn into a Grenade! High explosive yield on impact. For such use... the tank with proper turret Press and Holds the # key for the Mine/Flash/Smoke bang, and Fire then fire the turret. So press and release #5 drops a mine. Press and hold #5, than Hit Space to fire... the tanks fires the Grenade instead. Press hold #6, and you get Flash bang shell, or release Flash Mine. Press Hold #7, and we get Smoke Shell fired from Space, while release, get smoke mine.
  3. DmanBattleMaster

    Ideas for Missions!

    you're obviously making excuses for exceptions and therefore not treating it balanced... I feel you! I been there. But I don't think they should DO ANYTHING with the drops! They're there for Everyone, and can't be bias or discreet no matter their intent. You either get your drop or you don't! Yes, sometimes I find a drop! Sometimes I don't... So here my question... if you have a stock of your own drops cause you don't use em all the time and gain from your mission rewards... should you still be entitled to use a drop on map? or spare it for the next guy WHO MAY or may not have their own supply... and use your own supply?? It's there for everyone! in a game earlier, I had 3-4 Defense, 12+ attk, few more Speed, few mines!! etc... I had a good stache that I recently gained from earning my weekly reward for continuing my missions... Despite having my own. I rolled up on a Defense drop and got it. Why waste what I have if I can get it from map? Some one near by about 3 tanks away was heading for it himself... did he have his own? did he need it more than me? was he on a more important mission than I? Idk! I got it first, it's a first come first serve get what you get supply! SAME game, later on... I was approaching an Attk box... I turned too soon under fire from enemy! I missed the box by a fraction of inch or so... I reversed to get it. team mate came up behind me and rammed my back side as the box fell from sky and landed on him because he blocked me ffrom reverse. I missed out. I hit "3" key for my own supply to proceed forward and attack the one near me firing on me... only got one shot off before sniper killed me! wasted my supply! Should I been upset? I was, but I let it go, and continued to play! If that teammate wasn't there, I would of had the box seconds sooner, I would had better chance of survival! Maybe?! Who's to say that sniper wouldn't got me sooner!? Back up more... If I didn't turn too soon, I would of landed on spot where it was falling onto... but than I'd sat there longer waiting for it... still hit by that sniper? maybe. Who knew? I'm an adult now! Yes older than kid people do play games!! I don't wanna hear "OMG, your a grown up?" I'm 35.... first video games were invented in my young age... I have three kids... I tell them... "Get what you get, don't throw a fit" and is true on game as well! Play a game, get what you get! Don't throw a fit! If so... your just taking the fun of game out! So what if someone else is hogging a box!! Fight him for it, or don't! Either way, get what you get! Throwing a fit just takes the enjoyment of game out of the game!! and maybe you shouldn't be playing!!
  4. DmanBattleMaster

    Ideas for Game Modes!

    Better Idea for BH; instead of using rank of tank as value for everyone bounty... create a Bounty Value specific for this game. Everyone starts with One upon each spawn. Split into teams. (Or I suppose same rules could apply in a DM style BH) With everyone at One, you try and kill first target you see. Dead tank drops his 1 point Bounty, and their is an ORB like #1 on the ground where tank died. ANYONE can pick up the Orb! That tank who picks up the Orb, or the Bounty, gains that Bounty Point. Assuming he had One starting out, as all do, now he Has two. Won't take long before Tanks gain Bounties. Now those with 2, 3 Bounty points are worth more... when a Tank kills em, that Bounty value is sitting on the ground. ANYONE picks it up, gains that bounty! Teammate, or enemy! Suddenly Bounty points are growing fast! If your killed in a battle, hope your team mates pick up your bounty! This atleast keeps the score for your team! Bounty points will be hunted extremely fast by end of game! However, no matter how much Bounty a tank loses when killed, that tanks respawns with only One point. So he may not be much of a target for those with high bounties, but those other tanks that respawned may still come after you. Throughout the game, once the bounties grow, you'll have those with High bounties on their head, and those with low bounties! Each kill will bring one more bounty point on the map, as each new spawn adds a new point, creating more Bounty growth. This will also create a high need for those Isida's! Medics galore keeping tanks alive saving their bounty! Conclusion of game? A timer would be most likely the game control method, though developers could also put a Bounty Goal... but how high would this Goal need be set. Bounty Points will grow fast! So if goal not very high, for Team Bounty Hunter, than those games would end faster than expected. So... lets say a Timer, for purpose of writing this up anyway. As the Bounty Points grow for both Teams... as teammates are saving their own teams bounty, or taking from the other... total tally of all the Bounty Points will be tracked. End of game, when that timer goes off, the Team with the highest amount of Bounty Points total wins the game! For the Game... No matter win or loss, all tanks with any bounty will gain CRY according to the Bounty they currently have! So if you gain a High Bounty on your head... don't lose it! The Bounty say pays out so much CRY PER Bounty Point to the player with the Bounty! However, extra bonus, the Winning Team in Bounty Hunter gains extra CRY, 100 or so, paid to each player on the team no matter how they contributed to the Bounty Hunting. So those with high bounties will gain the Team Bounty Hunter Winning reward, as well how much he gains for the Bounty on his head! Edit= possible alts... however... in this game mode, to keep fair... Anyone leaving the game early forfeits his bounty.He does not get his Bounty Reward! BUT someone will... If your already in the game, even if you just have one Bounty Point, and you leave early, that bounty point falls right where you were as you left the game, as if you were killed there, but instead of coming back in a Respawn... you don't! So the Bounty will sit til someone finds it, picks it up for their team. Another alt... timer for all Bounty points ssitting on ground... how long they last? 10 Seconds? 20 seconds? Maybe depends on Bounty Point Value... the higher the value the longer it lasts? If someone doesn't pick up the Bounty point in time, and it runs out... Poooofff! Gone! Lost! NO one gains it! The Developers can decide upon this!
  5. DmanBattleMaster

    Ideas for Game Modes!

    than... you'll miss out!! Someone designing the game will read it!! Simple ideas might not fly so well! If I said... Tanki Tag! One tank IT, his kills are tags, everyone else kill eachother as well! Would you understand it all?? NO! Much more goes into it... needs much more detail. I paint a bigger picture with greater detail! So read it to be better informed. Or don't! Developers will though! Marry Christmas!!
  6. DmanBattleMaster

    Ideas for Game Modes!

    I have TWO new ideas!! Anyone remember playing, as a child... Tag? or Hide and go seek? TANKI TAG- All players are pitted against eachother... except, killing eachother nets only a little points. The ONE person whom is IT, will stand out during battle, with a no ending boost to ATTK and DEF. So he harder to kill, and will likely kill you faster. If your IT, your objective is to try and KILL any target you reach... Any other tank killing another tank, and they remain regular tank, gaining only little points in battle. If the IT KILLS a target, that target is NOW IT on Respawn! The old IT loses the IT Bonus, and the NEW IT gains the IT bonus! Dbl ATTK and Dbl DEF! Every IT who Tags a new target to BE IT gains a bigger bonus than a regular killing a regular. However, the Biggest bonus comes from whomever kills the IT. If your IT, and you are KILLED, you remain IT! Though you get the IT bonus for combat, the objective of the game is to NOT be IT! When the timer runs out... a tally of all players in the Tanki Tag game, and how long they were IT compared to how long they played. The player with the LOWEST time as IT compared to how long he played in that game, gets the highest CRY bonus! And the CRY is divided than down each player according to how long they were IT giving more to those IT the fewest, paying the Least bonus to the person IT the longest. Again, the IT time is related to how long he was IT vs how much time he was in the Game. So in a 10 minute game, and somone joins last min, but was IT for 30 sec of that Min was IT for 50% of his time, compared to the guy who was playing for 6 min, and IT for only 2 min, a lot longer than the other 30 sec, but only 33% of his play time... He would get more reward for having less IT time compared to his play time... IF one leaves early, he forfeits any CRY reward! SECOND... HIDE & GO SEEK (H&GS)! Similar to TAG with a variation! When game forms, it initially starts as a DM game, everyone vs everyone, with a capacity of (idk how much really) 30x tanks. Needs atleast 5x tanks to start the H&GS match. When it reaches 5x, that fifth Tank is the IT for H&GS. Before the 5th joining, those other 4 are killing eachother for target practice, or exploring the map, but no kills = points. Once the game resets in H&GS mode, all those currently on map, and if any new joins, all respawn in one Corner together.... everyone... and unable to attk for the H&GS timer (say 10 sec, or whatever). The IT remains in the Circle where everyone spawned for the H&GS counter to time out! Meanwhile every other tank is finding their own hiding spot... some may follow others. Some may stay close to the spawn circle, or the Home Base. Some may be clever, Hide clear on other side of map. None can attk eachother til the timer runs out! Also... for added effect... who ever IT is, that player screen is blurred out entirely with some black spots covering view, and sounds distorted... this gives the added effect from the childhood game of covering your eyes, so you can't see where the other kids...or tanks... go hiding! Once the timer runs out, all hell may break loose!! Everyone will be notified a message on screen saying the classic H&GS line "Ready or not, here I come" as the IT screen clears up, and he free to move... IT seeks out targets!! Regular tanks (those not IT) can kill eachother, but for minimal reward. & with risk of being discovered by the IT. The killed tank will randomly respawn on the map, away from the Home Base... where least crowded. When The IT finds a target, and engages, if he kills a target, they respawn, but the IT continues to hunt! All regulars will try to make it back to Home Base. Some will kill eachother. Some will be Killed by IT. Each Kill they respawn in the play area. The IT continues to HUNT til ALL the regulars made it back to Home Base! Once in homebase, they can not be targeted by eachother, or the IT. Some will be killed on the way, and have to rethink his strategy to make it to Home Base. WHO ever the LAST regular is killed (tagged) by IT once ALL regulars are in homebase... that last one tagged is now the IT, and the game resets. All Tanks restart at the Homebase, with the new IT assigned, and everyone unable to attack eachother for the H&GS timer. In the case the SO called IT chooses to leave the game, he loses any rewards he gained in THAT game... to discourage leaving the game when your IT. In such a case, if the game is in progress while the IT leaves, the game will Auto reset, all rewards distributed according to the timed rules, and who ever than was last Tagged will be the IT. If the assigned IT at the end of battle leaves, than the next up for last one tagged will be assigned the IT. As new tanks arrive mid battle, they will just spawn randomly anywhere map, away from the HomeBase, and be told what status the game is in; "The IT is on the Hunt" or "Hurry and Hide (countdown)" or "waiting to restart". The objective in H&GS is to remain active as long as possible without getting Tagged. The longer you run around the map avoiding Homebase, the more risky it gets to get tagged (Killed by IT), but you build up a higher Active time, potentially giving you higher reward. If you happen to be the LAST one tagged, than you become the IT when everyone has made it to Home Base. If you are killed by another regular not the IT, you are not Tagged, you just lose your length of active time on map before home base. So regulars will fight eachother to reduce eachother active time, while the IT will continue to hunt for new IT. But once the Regulars decide to enter Home Base, their Active time is registered for that battle, and they wait, watching the show take place. Though they gamble the chance of early check in to Home Base, if everyone else constantly kills eachother while some continue to get tagged before everyone finally makes it to Home base... that one who checked in early might still register with the longest Active time... However, if one hides on the farthest corner of map, thinking he will survive the longest... he has more of risk to get tagged or killed before he makes it to home Base. Killing the IT during H&GS earn big CRY rewards (Which respawns the IT in mid of map, cuasing everyone to rethink their strategy in reference to homebase), and the IT killing (Tagging) the Regulars will earn the IT medium CRY rewards, as well, any regular killing regular will earn smallest CRY reward (as those will happen often)... but none of these kills count to the winner of game, just respawns them randomly on map, and resets active timers. When each battle is over, and all have made it to Homebase... the tally is created ranking the top player the one with the longest Active time vs his actual play time as a %. Again, anytime someone is killed or tagged, their active time resets at zero... and only logged once they make it to Home Base. The top player gets the 1st place award in CRY, even if it happen to be the IT (if that happens to work out, which it probably won't). Even the lowest Active time will be rewarded, at the lowest amount of CRY. Once it reaches this point, everyone resets at the Home Base circle with the new IT! Same as in TAG, the IT in H&GS also gets the same IT Boost! Hopefully I covered all details relating to the ideas of Hide & Go Seek and Tag for Tanki Online! What's everyone think?? Should we? Could we? Bring these Childhood Favorites to Tanki Online? I would like to think so!! I would sure give these a try!!
  7. DmanBattleMaster

    Ideas for Game Modes!

    I said this earlier... Except you don't HOLD the flag in spot... you free to run with it. the longer you hold it, the more points your team gets. the team with highest points after time limit or the team who reaches point limit first, wins. By being able to HOLD the flag, and run with it, the battle itself changes constantly! When No one has the flag, both teams Flag points slowly reduce. Once a team has the flag, the other team's points do not reduce, or lose value any longer, however, of course the team with flag, begins to gain points as long as they hold it.
  8. DmanBattleMaster

    Ideas for Missions!

    well... not really... more less to what i said... they want to know you're dedicated.... those at generalissimo have shown their dedication to the game, granted being the highest rank... but at that level, they have great rewards for such great achievements to the game. Those whom got more powerful equip at lower levels? cause they spent the money on the crystals and bought their super equip! No way they'd have had that without working for it! Ultimately, that's what they (producers) want... it's a free game, but in order to compete with the best, you need to show patience til you get there, or buy your way there... those that paid there way there are paying for the game for the rest of us. By giving missions with so much cry for free... takes away the chance that you would buy it! Nope... they won't give away such a free product of so much crystal to anyone but the Generalissimo! BUT... for what it's worth, i'm not trying to argue with you because I agree with them...NOPE! I'm right there with you, I wan tthe easy way to the top without paying the extra like they did, but because I can't get it that easy... I will have to do what the rest of us in mid ranks and below must do... AND work my way through the ranks the hard way!
  9. DmanBattleMaster

    Ideas for Missions!

    there a reason they make it for the top ranks only... those missions are super hard to get. when you reach that point, there nothing more to fight for, so they make super duper size rewards, for super difficult missions. Think about it. At Generalissimo whatever it's called, you probably have the best, of the best equipment. Your guns are near max, your hull is near max, and your protection scheme is near max... so is everyone else's! Battles are hard to accomplish, and again, they probably ask them self... what to fight for? No more going up in ranks. So they offered more crystals for the hard work they put in getting there, and giving them incentive to keep fighting.
  10. DmanBattleMaster

    Ideas for Game Modes!

    Maybe not included as Direct Missions to accomplish... Maybe they make for each game a end of game report for different accomplishments. No other way to explain it than referrencing Plants Vs Zombies!! The first one, on the Xbox 1 system. Anyone play it?? In the game, you had 6x different game stats, counted from every game! and at the end of game, they would show one page with all the kill standings, how many times each was killed, vs how many times they killed, etc. Just like TankiO already has at end of each game now. However, on that SAME page, there would be UPTO 6x different Icons near different names, pertaining to different stats earned in game... colorful icons that stood out... to see what they meant, you changed pages of stats, and you go to Cool Stats! Under Cool stats you would find the following (described), but ONLY one of each was awarded, end of each match; >Revival Master- In PvZ, any team member could Revive a fallen team member within 30 seconds of their "fall", or Vanquish (Kill). That doesn't work on Tanki, unless they include Revivals as a new Feature!. Basically who ever Revived the most in the game. >Vanquish Master- In PvZ, they called Kills or Destroyed, Vanquished. This basically goes to Who had the Most Kills in the game, but was not offset by a Kill vs Killed ratio. >Heal Master- Same as Revived, who ever Healed the most team mates, would get this award. >Vanquish Streak- The longest Kill streak in the game, un interupted by getting killed. This where the Kill/Killed offset came in. At end of game, who ever had the most Kills in the game before getting killed, got this award! Just like in PvZ, in most games, when you were killed, you respawned somewhere. So some times, someone would only go 2x kills before they were killed, other times they would gone 10x kills... with proper team support, and having the right conditions, just like in TankiO, it could be possible. >1st Strike Master- Simple. Who got the FIRST kill in the game! >Assist Master- In PvZ, similar assist rules applied as in TankiO... if you had ANY hand in a kill, or vanquish, but did not have the KILL shot, you got an assist point, or credit. Who ever had the most Assist points end of game, got this Award. All the Stats were tracked... on one's online profile, you can go back and see Over the past week, or Mo, or how ever far back you wanted to see stats, how many of each of those Awards you got in the Stats field. Furthermore, for those who LOVE stats, you could see details on all the units you play as between both Plants and Zombie, and how long you played each character for, how many total kills you had, how many times you died, etc etc. FOUR things I'd like to see... ONE- Improve the statistics they keep track of on TankiO during each Game, and overall... things similar, how many Kills/Deaths/SD's you have on each Turret/Hull combo! How long you spend with each turret, Hull, paint, etc. Maybe per level, as statistics would change every time you improve a level of any equip. Stats could be tracked how many Drop Boxes you picked up, and stats pertaining to those respectively... Double Damage? How many kills you had with Double damage, vs those without... Double Armor, how many shots you took on double armor vs how many times you died with it, vs those without it. Double Speed, how many DS boxes you picked up, and how many you survived to the end of it's bonus. And other stats pertaining to #2 below, to see how you've done in past. Just a thought there!! TWO- COOL STATS and awards pertaining to those, end of every game... So top Tanki killer (most kills) gets free dbl dmg upgrades. Top Tanki who has the most Assist attacks, gets free Dbl Speed boxes. The Tanki with longest Kill streak without being killed, gets a free mini upgrade to turret, Of choice, though required to have used in most previous game, in case one switches turrets in game, and manages to have killed using both, and obtain stat. Top Tanki with the most Healed tanks, or repaired tanks, gets some free Crystal. Tanki with the First Logged Kill of game should get Double the amount of Dbl Dmg boxes compared to the Top Killer. Other cool stats could be included as well... Tanki who "Captured" the most flags in game, or controlled the most "CP" get double Experience from that game when it's over. ONE important thing to mention, and was the case for PvZ, it didn't matter there how late you came into game cause if your too late starting, you probably wouldn't fall in any winning Stat anyways, but if you earned any stat in game, in order to be recognized for the award, You had to remain til the end, and if you left the stat would be given to the next who accomplished it. Same thing with Tanki, you leave early, and the award goes to the next in line for that Stat. One other Stat to include... pertaining to my next idea... Most Revived Tanks gets Dbl the Crystal that the top Healer got. THREE- Introduce the ability to REVIVE TANKS. Only available on Team matches. Any tank can attempt to revive another. On PvZ, you had to be close to team mate who just fallen, and PUSH/HOLD "B" on controller, for 20 sec I think, and you had to start it before a 30 sec timer ran out. If you managed to remain there holding B long enough, than your team mate came back. For the designated "Healer Units" of either side, if you were to "Revive" another, it only took you HALF the time...Same rules apply, except no need to push any buttons. When A team member tank is destroyed, before the "Charred" unit disappears, any team member can approach it, and remain for 15 seconds, and bring it back to life. Think of the CP game, taking a CP orb. You have the colored beam between you and Orb as you are taking it! I see the same thing here. Fellow Tanki on your team is killed, you have 15 sec before his Charred tank disappears, and you roll up to him, you have the color beam of your team color connecting between you two, as his Tank is being restored. The RISK? It take 33% (or 1/3) of your health, and brings him back with only 1/3 of his health available. If you manage to remain there long enough, and you reach the minimum, he's back in game. Any count of his Death is removed, other players Count for the Kill is removed, but now you reviving him, have a loss of health, and he does not start at full health. Risky procedure, leaving both Vulnerable. IN PvZ... I used to love seeing the nme dead far away, and a friendly approach trying to revive, and I would often take both out, getting TWO kills!! So the risk is definately there... to revive. But with great rewards if both can recover! Further, in TankiO, sense we have MEDIC tanks as well, Isida's don't requre as long a wait, half the time to revive your fellow Tanki, and he starts with HALF his health, not 1/3, and you only LOST 1/4 or 25%, Isida's only. Further, in a game where kills MATTER, TDM, any succesful revival takes a KILL point away, as that Kill was revived... and didn't happen... SO In TankiO, TDM, when you KILL your target, stick around and ensure he stays dead... or don't! Maybe you'll get TWO!! FORTH point to this idea- THE reason I wrote this... This was all about improving Daily Missions, RIGHT? All the ideas for STATS, and Rewarding for the BEST of Stats, per game... should take place automatically EVERY GAME, only rewarding the players that STAY til the end of game... and the Rewards are only SMALL... in comparison to Mission rewards! HOWEVER, every 24 hr period resets missions, imagine getting on a Mission says... Get 3x FIRST Kill Awards, so you have 24 hours to get 3x of those first Kills, and you get big reward. Or Get 5x longest streak awards... so in 24 hours, you have to gain 5x awards of the Longest streak of kills... Longest streak only has to remain longer than everyone else in game... so if you have a streak of 2 kills before you are killed, and everyone else only has 1 kill before killed, and the game ends like that, you have the longest streak. Or it could be 20 kills before killed. Etc. Any of those AWARD STAT ideas I mentioned, have RANDOM missions pertaining to those stats!! That with my other Mission idea, of specific Turret and Hull Missions? The possibilities of Mission Combinations is now ENDLESS>... ....... IF THE INCLUDE THESE NEW IDEAS OF MINE!!
  11. DmanBattleMaster

    Ideas for Game Modes!

    Well thought of ideas. I really liked Prototypes ideas, they are creative! Well put. I think the other idea sounds too much like CP. I know you say it's not, but it feels too much like it! If anything, it feels like Prototype's War idea with HQ mix with CP idea... that come out with Defend the point... idk about it. None the less, i think you did good job coming up with it, and I'm not judging you for idea... i just don't think its unique from CP! I personally wouldn't play it. If they like it, and program it in though... great!! Good job either way.
  12. DmanBattleMaster

    Ideas for Missions!

    I don't think they should have specific missions for 2nd or 3rd place. Only way one improves him self is to aspire to be the best!! If you learn to settle for 2nd or 3rd... than there no reason to compete... your not pushing yourself the hardest!! i come short alot, but when i'm on my A game, and I focus, and i'm evenly matched with opponents, i've come out in first few times!! When I fall short, i look at what I did wrong, what went wrong, etc... when I finally get that first place... than I'm rewarded for not only the hard work in that game, but... all the hard work I put in in games before that, preparing myself for that game. Now with Top three, is different. your aspiring to BE Among the top... but taking the mission, knowing you may not BE THE TOP, or best... so that mission should pay less like i said earlier, awarding for the top three... and allow occasion First place ONLY prizes as well!!
  13. DmanBattleMaster

    Ideas for Missions!

    Yea like the Olympics... finish Gold, Silver or Bronze... so in game top 3 get something, with 1st getting more? Or you mean specific missions that say get First in battle? If the latter, I disagree. If mission says 1st, than you need to get first. It doesn't make sense that a mission comes avail says get 2nd or 3rd. Unless a mission could say, finish TOP 3? Than you get same reward for either one, but smaller than a direct FInish First reward, only cause it's allowing you to be in top 3 not first. So finish 1st and get 1200 crystals. So in this, if you get 1st, you get 1200, but if you get 2nd, you get zero. Or Finish top 3 and get 400 crystals. In this, if you get first, second, or third, you only get 400 for either.
  14. DmanBattleMaster

    Ideas for Game Modes!

    Hah... in todays world, you can race ANYTHING!! THey have Bus Driver show off escapades, bus drivers racing their busses vs each other. Trash Truck driving competitions. Semi truck driving competions! Some funny stuff out there really!!
  15. DmanBattleMaster

    Ideas for Game Modes!

    Infact... PERFECT example of a PERFECT Destructive Dirby Map would be Rio!! On the street, Rio is a perfect Oval! That would be the track! Maybe edit it for a DD game, where you can't pass through all the short cuts through building. If players choose the Beach, it's a longer route, so it's not even a short cut! So everyone before starting starts in one corner, and the Dirby Race is circling the outside of the bldgs, on the street. Fill everyone I mentioned about the Destructive Dirby with this here, you have perfect ex of how it'd work!!
  16. DmanBattleMaster

    Ideas for Game Modes!

    Ahh... ok. i misunderstood. I don't think i seen you quote him, just your comment. sense i did mention game mode ideas, i thought you were debating my ideas. lol. So what about my other idea? What you think about the HIGH octane Destructive Dirby??
  17. DmanBattleMaster

    Ideas for Game Modes!

    What's not?? Game modes are DM, TDM, CTF, and CP... right? So how is Keep The Flag (KTF) and Destructive Dirby (DD) and Team Destructive Dirby (TDD) not Game modes??
  18. DmanBattleMaster

    Ideas for Game Modes!

    What about... Destructive Derby Racing mode?? OH yeaaaaaaa!! This mode only good on CERTAIN map types! Race Track Maps! So allow a new version of MAPS to be created, showing a potential RACING Circuit! You say "This is a TANK Fighting game, not a race game!" EXACTLY!!! Let me explain with one SIMPLE question to you... well description after... YOU EVER PLAY MARIO CART 64?? Mario Cart Derby? All the Mario characters would race each other on a track in the game, eaach with own ability to destroy the other... SAME IDEA!! In TankiOnline Destructive Derby mode... you choose your Tank and everyone else Chooses their Tank, and ALL are lined up in map on the line!! No one allowed to shoot eachother til RACE BEGINS!! Everyone trying to race forward, stay alive, and shoot the other tanks... IMAGINE THE MAYHAM!! Eventually some tanks will get away, and fight each other on the tracks! Create Obstacles along the Tracks. Create Potential Shortcuts with not very effective shortcuts, but allow advantages and disadvantages to be set up! Here's THE KICK to Destructive Derby... ONLY one place tanks RESPAWN. At the starting LINE!! So when a tank is destroyed on track, he returns to the Starting line. With some track designs, tanks could look over parts of track at different points, and try firing at tanks at distance. Some could wait near the starting/finish line if he respawns to shoot the guy coming behind him about to cross the finish line, only to get shot, killed, and respawn at same spot few seconds later in time to see the guy who just shot him speeding away! So the game/Destructive Dirby mode goes on for so many laps, or time frame. So instead of a normal race consisting of start and first to finish at the Finish line... in Destructive Dirby, the finish line is just a source for Race Points. The first to a specific amount of Race Points, or the one with the highest Race Points at the end of the time limit, wins the game. Race Points are earned when each cross the so called "Finish Line" compared to when others cross. So, for instance... Say 6 tanks are racing eachother. Without shooting eachother, each get all the way through the Race Circuit and all cross the finish line, but in any random order. So for 6x tanks, the first to cross would get highest Race Points that lap, 6 points. The 2nd place 5 pts, 3rd, 4 pts, so on. Last place only gets 1 pt. NOW... Throw in the Destructive Derby!! Any time a Tank DIES, destroyed by another, or SELF Destructs, it loses 1 Race Point. So if first place who gained 6x points drives off the next bridge to the demise of his own stupidity, he respawns at the starting line, and loses a Race Point!! If someone has NOT crossed for the first time, or is currently at ZERO Race Pts, than dying has NO effect on that tank, besides Respawning at the Start, so therefore trying to destroy the guy with zero could be pointless, unless protecting self!! So... Everyone starting at same line with Zero pts each, only to start off firing at each other to no POINT less end, as no one loses any points dying... able to take random shortcuts, find randomly hidden powerups on track, and eventually one or more finally crosses the line... Once they gain some points of any amount, that would be the chance to destroy them, make them lose a point!! The mayham, more than one tank could be in area, and you could also be destroyed. If you gained 5x points in second place, only to get destroyed seconds after another, and both at same starting point, if he kills you AGAIN... you lose another Point!! AGAIN... IMAGINE THE MAYAM!!!!! Many Ideas can go into race track designs... from Indi 500 look alike circuits, to mountainous dirby style tracks, to desert dunes... however!! Many Race track ideas could be designed... all with common theme... ONE circuit track with so many randomly place short cuts, and long cuts, and hideout advatages, with specifically perfectly placed powerups, all to get to the finish line, not first, but most often... while trying to take the others' Race Pts away and survive the longest... Have nice prizes as well for those who stick with it. Design these with committed participants in mind, penalize those who agree to start, and leave early, with no prizes available for those who ditch early... Prizes can be set up for first, second and third place winners of Destructive Dirby!! Further... TEAM MODE!! Destructive Team Dirby... instead of counting the Position of each person crossing the Finish line to consider how many each get, TDD only counts 1 Race point to team, for every player who crosses the finish line!! So during race, you fight the other team, destroying the tanks as much as you can, trying to prevent as many of them as you can from crossing the line... once both sides starting crossing the line, the kills take away a Race Point from the team. At the end of the TDD the team with the Highest Race Points wins!! Heavy tanks survive longer, but are much slower... rather, light tanks can get to finish line faster, but die easier... not to mention, in the heat of the moment in the middle of the race, when you seem to worry more about your driving than your GUN... choosing the RIGHT turret could MEAN all the difference!! JUST in case anyone thinks about... "I'll just back it up, and go the other way, and turn around, and cross the line!!! AHHHHHHHHH.... No... Creative counter resistant maps could be designed, slight change in the edge, or 3 foot high ramp, or other ideas could be built in to the track, to prevent anyone from "Back it up" and cross the line tactics!!
  19. DmanBattleMaster

    Ideas for Maps!

    SO... I download the links above, only the two mentioned in the description. Alternativa Editor & Tanks Testor... I extract them to Download folder on cpu? Than what do I do?
  20. DmanBattleMaster

    Ideas for Missions!

    What about specific missions tied to specific Gun Turrets? or Hulls? So many kills with a specific gun, randomly could show up. For completing specific gun missions, maybe your reward could be Crystal, and so many FREE micro levels to that Gun. Same thing on Hulls. Though, unsure how different these missions would be worded. So many kills while driving specific Hull? idk. OR lasting so long in minutes without being destroyed, while using specific Hull, totalled Congruently. So if the goal or mission is last 15 minutes in Titan Hull without being destroyed, and your 5 minutes in, and get destroyed, it continues where it left off when you respawn, and continue to drive. SO the more often your Titan is destroyed, the longer it takes to drive around and reach the goal, but if you can stay alive longer, and get destroyed less often, you'd reach that goal sooner. Maybe?? Idk!! so... for ex... "Destroy 10 targets with Thunder Turret" successful, you get 250 Cry and 2 micro levels FREE on Thunder. Or fill in with ANY turret name. The higher level you are on this weapon, the harder the mission is, the more the reward pays. "Stay alive for 30 minutes on Mammoth Hull", successful "gain 250 Cry, and 2 free micro levels on Mammoth". ALSO... same idea... with Isida, "Heal 10 friendlies with Isida turret" & successful, "gain 250 Cry and 2 micro levels to Isida."
  21. DmanBattleMaster

    Ideas for Supplies and Drones!

    Another Idea I thought of. Like Mine, or the Flashbang mentioned... this will sound very weird, and definately Sci Fi... but really cool for Tanks which use Sci Fi weapons anyway!! How about at Dark Matter mine, or Dark Matter Hole... something like a Black Hole. It drops behind you like a MINE does, but opens up a black hole on the ground it's set on. Barely big enough to fit a Tank. Lasts only 15 seconds (due to it being so OP). Once it's open, anyone continuing over the black whole, FALL IN!! Just like falling over a cliff, they die instantly. Maybe count it as a kill for the one who dropped it, OR... to offset it's OP, maybe it doesn't credit the person with a kill, it's just a Self Destruct event. As a side effect, the one who falls through takes longer to spawn, like 30 seconds or something. It's only available for ONE tank, and when they fall in, the black hole or Dark Matter, dissipates, closing. Be great for trying to get away from someone chasing you!!
  22. DmanBattleMaster

    Ideas for Supplies and Drones!

    Like... A Ghost upgrade? Like a Double bonus upgrade, except, you go Phantom? Maybe purchasable as well, so you have a supply of attached to Hotkey? Nice. Or, with Box spawns, you hit it and immediately go Phantom? lasts only 30 sec? As for your silhouette of tank? I'd say NO, UNLESS you fire!! So instead, ever see The Movie, Predator?? Remember the Camouflaged Predator beast they couldn't see? Remember how you "COULD" see a phantom camo among the trees, you knew something was there?? Instead of Ghost, call it Phantom Box. You reach a Phantom Box, or activate it with # key, you go like Predator mode Phantom, no one sees YOU, but they see a camo silhouette in back drop. What they don't SEE is color, so they won't know if their own team, or opposing team. IF in Phantom mode, and you FIRE your gun, you lose the Phantom mode for second or so before it continues. Further... YOU can still be FIRED UPON in Phantom Mode. If someone able to see your phantom silhouette and they FIRE on you, and the shot hits your tank, despite being in phantom, it will do damage to you like normal, but similar to you firing, your tank loses the Phantom silhouette for 1-2 seconds, and it continues, as you are still in Phantom Mode. Until you run out of Phantom Mode. THIS... would be REAL great in CTF mode!! When your going for the flag, and your not there yet, but don't want them seeing you, YOU go Phantom mode, and about 15 seconds into it, you grab flag... anytime you grab flag, just like firing your gun, you lose Phantom Mode for a second or 2, and than it continues... til it's own timer runs out. SOUNDS AWESOME!!
  23. DmanBattleMaster

    Ideas for Game Modes!

    A similar but different game mode to an already existing one... We all love the usual Capture the Flag?? New idea; "Hold the FLAG!" Or call it "Flag Keeper". ONE flag starts in the middle of map, equal distance to EITHER side. All tanks on respective sides of map spawn close to each other, no closer to the Flag location than the other. Everyone has equal distance to get to flag. When game starts they all rush to the flag. Or some, maybe some will want to support the others, with support fire. Maybe instead of taking flag, they get there and defend the position, let someone else in team get the flag. Either way, who ever grabs flag, must stay alive. His team, must keep him alive. After holding flag for so long, his team starts building up flag points. Give the Flag Keeper an AUTO bonus, as long as he keeps the flag, he gets Double his Base health, like picking up a Defense box, but doesn't go away, however, does NOT stack with those boxes. If Flag Keeper already had a Double D box, when he grabs Flag, he doesn't gain any more, but the bonus never goes away, unless he drops flag intentionally. Like in CTF, the Flag can be dropped... BUT instantly stops gaining the Flag pts. After so long of the team not holding the flag, their Flag count starts to drop slowly. The points only drop when NOT in possession of anyone. So if RED drops flag cause he's destroyed by sniper, no one holding it for so long, then Red starts losing Flag points slowly. If Blue picks up the Flag, than RED's loss of points stop, but don't gain. Blue has to hold it for so long, and they start to gain their own Flag Pts. Eventually, the objective, is after length of Game, or first to reach specific count, say 15 min or 100 Flag Points, which ever is first, the team reaching 100, or having the most, wins. So a common strategy would be developed... Fastest one to flag grabs it, but if other team shows up with their fastest, it would be a fight between two weak ships. Whoever grabs it, would want to get flag back to a HEAVY tank of his team, dropping it for them. Than the team keep the heavy alive! What's different? NO taking flag to a common point, you win by simply holding the flag for the longest time. Much more MAYAM!! The battle would always be moving around the map. Teams who learn to coordinate would succeed more effectively... calling out flag location when spotted, snipers searching for snipers and other tanks, maybe the Flag. If your Isida, you never leave the Flag Keeper's Side. If you find the Flag Keeper, you probably want to destroy his support team first. No heros in this mode, as it would be impossible to go alone!!
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