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Aigaion

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Everything posted by Aigaion

  1. Aigaion

    Ideas for Missions!

    Its a socialism joke... to redistribute the capital...
  2. Well, your not wrong, the hover tank, technically isn't a tank either, checkmate devs.
  3. Aigaion

    High-Value-Target Identifier for Hornet's Overdrive

    "In United States military terminology, a high-value target is a person or resource that an enemy commander requires to complete a mission." Using this definition, a HVT would vary from mode-to-mode, my idea is to make an enemy HVT have a special icon when being seen by allies when hornet uses its overdrive, like flashing, or have an extra ring around it, or a cross-hair around it. In CTF, for example, an enemy HVT would be, an enemy carrying your own flag, so therefore, under this idea, that tank's icon using hornet radar would be marked somehow. In rugby, it would be an enemy that is carrying the ball, in assault, it would be an enemy carrying an assault flag, in control points, it would be an enemy capturing a point, in team-death-match, it would be the enemy with the most kills. I think you get my point.
  4. Aigaion

    Timed missions

    :That moment you thought you came up with a unique idea:
  5. Aigaion

    Timed missions

    My take on Timed Missions.. "Operations" Operations, will be a new feature similar to normal missions, but with some big differences. Operations can be activated by a player and completed by any player in any non-pro team battle, once the Operation is activated, the player who fulfills the goal of the Operation in the battle in the given time will receive a reward for completing it. Once activated, an Operation can be fulfilled by any player in the battle, even if they are on an enemy team, and even the player that activated it. Once an Operation is activated by a player, everyone will see the words "Operation X Has Been Activated" like a gold box. To the side of the screen, it will show you the goal of the Operation, so you know what to do if you wish to get it's reward, and the top 3 players who are closest to completing it will also be displayed, so watch for your name. Only one Operation can be activated per battle. If an Operation is activated, any actions you do prior to the activation will not be counted twords the Operation goal, for example, if the goal of the Operation was to get X score, any score you have already achieved in the battle will not be counted twords the operation. Essentially, the Operation only counts your actions during its own duration. Operations can be obtained in the shop starting from WO1 as "Random Operation" and in containers. They are located and can be activated in a battle in the "Special" tab in your garage. Different Operations: "Operation: Overlord" Goal - Achieve the highest score in the given time Time - 1:30-2:00 Reward - 1000 crystals "Operation: Omnirole" Goal - Be the first to destroy a light, medium, and heavy tank in the given time. Time - 1:30-2:00 Reward - 15 Stars "Operation: Unstoppable" Goal - Achieve the highest kill-count without losing your own tank in the given time. Time - 1:00-1:30 Reward - 1000 crystals, 10 stars "Operation: Revenge" Goal - Be the first to destroy an enemy who has destroyed your own tank in the given time. Time - 1:00-1:30 Reward - 10 stars "Operation: Scavenger" Goal - Be the first to destroy the highest placed tanker on the enemy team "(Player's Username)" in the given time. Time: 0:30-1:00 Reward: 10 stars "Operation: Underdog" Goal - Be the first to destroy an enemy 3 or more ranks higher than you 3 times in the given time. Time: 1:30-2:00 Reward: 15 stars Garage Description: Operations are a special mini-mission that can be activated in a battle by a player and completed by any player in the battle, completing one will give a reward. Thanks for reading, if you have ideas for more Operations, do comment.
  6. Aigaion

    Ideas for Missions!

    hmmm, I'm gonna say, no, I don't see why the shaft, who hasn't moved, the entire game should get a little bonus, because an ally did all the work on the other side of the map, but in the question of, if an isida who followed the flag-attacker through the enemy base, using it's own drugs and overdrive to fight off the enemy defenders, should that player get a little bonus? enven though they didn't directly pick up a flag, thats another debate to have.
  7. Aigaion

    Ideas for Missions!

    no xD I agree with you, I'm studying economics right now at the college level, and I love free markets. What I think is wrong about this idea is that it would be better for the person at the bottom of the roster (who contributed the least to the team) to not get a bonus, for being last, they should see that at least second-to-last pays better, so they aim their sights for a higher, and higher place each time. A small paying last place is meant to encourage them to better themselves, so they don't get a small pay, while helping their team. If they added a bonus for the sake of being last place, some players wont bother to play better, and wont bother to help their team, in order to stay low.
  8. Aigaion

    Ideas for Missions!

    *Capitalism Intensifies*
  9. Aigaion

    War of Super Powers

    I want the old war back, like last year, that was GREAT, with the map, and stars.
  10. Aigaion

    Ideas for Missions!

    People are going to probably notice.
  11. Light Hull Idea: Ravenger Why I did this: Personally, one of, in my opinion, my best ideas. Inspiration from this was mainly taken from armored cars of WWII (the Daimler Mk 2 Car, I think, correct me if I'm wrong), and a previous 6 wheeled medium hull Idea I had a while back, based on a modern tank destroyer. As we already have 3 medium hulls, a 3rd heavy on the way, I think it's only fair the light class should get a third friend. With uniqueness being a constant challenge for a new hull and ideas in general, even if you don't like this idea, if there is a next hull, it'll have to be either wheeled or "hovering" which is an idea I despise, so here's my take on that concept, I think it is very well made so I hope it gets validated and sent to developers. Light hull. Has the fastest speed, wheeled and low maneuverability, Overdrives renders this hull invisible. Reviving old age designs into the modern era of armored warfare. This hull features a unique layout, classifying more as an armored car than a tank, never the less, it is able to achieve the fastest of speeds thanks to its wheeled drive system. If you like pure-speed, this may be the hull for you, however it does come with significant mechanical drawbacks. While it's drive system is great, steering is more of like a car than a tank, having the front wheels turn instead of one side of the hull's wheels adjusting speed in order to achieve a turn, this means not only will your turns be unorthodox and wider, you will not be able to rotate in one place like standard tracked hulls. Reverse is also a problem, as cars rather seldom utilize reverse gear, manufacturers of this hull added it on as rather a second-thought, reverse speed is half-that of forward speed, hindering maneuverability further, its weight is also the lightest, so take that into account with recoil and impact. Hull overdrive grants this tank a unique capability, combining stealth-bomber outer skin technology, and with a digital light-refraction system, you will be able to compleatly dissapear from enemy radar, and more importantly, their sight, for a short amount of time. You and your team will however view your tank as only translucently faded. I didn't include the turning speed, because I don't even know how to calculate it for a tank, and it's going to be different for cars, as they don't steer the same way, so it's best to leave that up to the professionals, but it steers like a car ya' know. Notes about overdrive: ​Length is undecided, I think 10 seconds is fair, maybe 12 is a good number. As you may imagine, any flags, or rugby balls you carry, will however, appear on your invisible tank, this holds true for, supply usage flashes (the active supplies themselves are the only exception) control-point or titan shield generator energy lines, visual effects of picking up boxes, and muzzle flashes. Sounds also will not be masked ​Personal and Team view of your tank during invisibility is exact to the transparency of when you spawn. Hitting overdrive not not immediately turn your tank invisible, but I imagine a cool visual effect of fading out, maybe like a "digitizing" fading effect, a quick effect duration though, like 0.3 seconds.
  12. Aigaion

    Ideas for Missions!

    Ya' literally lost me at " the lowest ranking members of each team get the benefits," Tanki online is alot like the real-world, if you want a good garage, you play long & hard (giggidy). Even I learned this, I started a low non-buyer account, its currently at 3rd Lieutenant with a fully MU'ed m1 combo, and lots of drugs. The only secret is I played well and didn't give up on it, and because of that I can kick M2 ass. If you want more crystals, you must get yourself to the top of the battle board each and every game. Rewarding the losers (I'm sorry, its not nice but true) at the bottom with more, of what they didn't work hard enough to get in the first place, is defeating the propose of the very idea of rewarding the losers. Because it would have been more worth their while to play better in the long term, to not only better themselves, their wallet, but their team, therefore receiving more crystals. Rather than to focus on staying near the bottom, throwing away the opportunity to get higher rewards, and throwing away your team as well, for only a small bonus you get once a day. Let's get a little more complex, say... Categorical Imperativeness, Imagine this game, subject to this idea, as universal law, or, highly incetivised i.e. high rewards, what would battles look like? Every tanker rushing to get too... the bottom of the board??? Well, there wouldn't be any rushing at all, not even moving, I don't like this world. What about... instead... now bear with me, this may sound crazy... it was universal law, to be at the top? Wouldn't battles be massively more lively? Of course, there would be competition, plus... you get a lot of crystals for being at the top, plus, the mission rewards for doing so (remember, just the opposite of your idea) OH WAIT Don't we already have that? My third point is, this "rich are getting richer, and poor are getting poorer." Is an absolute load of garbage, even in the real world, global poverty is dropping like a rock, we're living in the richest time, for everyone, there ever was. Surprisingly, the same is true for Tanki Online, mentioning my small account I told you about, I've never been able to get to that rank before without giving up, heck, I wonder how I even got this account this far. With all these updates, such as stars, missions, challenges, containers, weekly container etc... Its easier than ever to get crystals, be honest with yourself, and we haven't seen garage prices rise, its basic thought, if crystals are easier to come by, and prices are not augmented, isn't it easier now a-days to buy said stuff, heck, even without buying OR spending crystals, I can manage a small but steady & helpful supply of drugs, that was near-impossible years ago.
  13. as it's pre-recorded, I don't see why it can't be so that you'd hear another player's messages in your selected language, they already do that for Rugby.
  14. I agree, and it would be really helpful if the voice was in each player's own language. Why not have the <7> key open up a sub-menu, for more options, like for example: 7 Chat Menu (although the <T> key would be better in my opinion) -1 key sub-menu for Attack commands, such as: Attack the A, B, C, etc. points, Attack enemy tanks, or Attack enemy Base. -2 key sub-menu for Defend commands, such as: Defend the A, B, C, etc. points, Cover me!, or, Defend our Base. -3 key sub-menu for Response commands, such as: Affirmative (or, I agree, Roger that! etc.), Negative (or, I refuse, No! etc.), Thank you, and Good Job! -4 key sub-menu for Assist commands, such as: I need help Attacking!, I need help Defending!, I require Assistance, and, I'm stuck. ​For example, If I were playing Assault, and I saw a group of mammoths with flags coming to out base, I would want to press 7 (or T, for chat menu) than press 2 for defend command menu, than press whatever key plays the "Defend out Base" command. (As it will change depending on the mode, you won't be able to command to defend the A point, if you were playing CTF, and no commands are nessesary for DM of course)
  15. Aigaion

    Ideas for Turrets!

    No, it can't move vertically,and not really horizontally either.
  16. Aigaion

    Ideas for Turrets!

    Turret Idea: Pounder Long range turret. Deals high damage each shot, can’t turn this turret, and requires manual aiming. This turret has a large appearance, everything about it is jumbo size, it’s massive bore direct-fire howitzer fires gigantic shells of iron at your enemy, dealing huge raw damage. The impact is unmatched, the same can be said of its recoil, light tanks risk of flipping from a stand-still, even the heaviest of hulls of will experience an inconvenient jolt. The reload is also unmatched, it does make up for this by having no warm-up time. Sadly this mammoth cannon is simply too heavy to be able to rotate like other turrets, it must lay bolted in its iron box, however the barrel is attached to a ball-joint rotation system, allowing the cannon to rotate slightly inside it’s armor. Horizontal rotation is limited to 15o left & right. Note: There's some confusion, it can't rotate verticlly either, only slightly horizontally.
  17. Aigaion

    Weather mode

    you know how much a PC is >_<
  18. Aigaion

    Weather mode

    I think it could just be a visual option, for low-performance PCs they could just turn it off.
  19. yes, that's true, really only good against a gold box crowd, a camping shaft, maybe a juggernaut, but It'll get the job done for sure.
  20. This is a suggestion, to add a feature in which you'll be able to destroy some small props with sustained gunfire, let me explain. Small props like thin walls and telephone-poles will have N health, like a tank, shooting at them will damage them, do enough damage and they'll crumble. The "health" of each small prop varies, larger props will generally have more survivability, the health is much more than a tank, short-range guns can't damage these props. The point is to make the game a lil' bit more realistic and to unlock new opportunities and strategy. 1) Walls (3 types) 1: 5000 HP 2: 4500 HP 3: 3500 HP Spire 6000 HP Bricks 3000 HP Billboard (2 parts) 1) 4000 HP 2) 5000 HP Telephone Pole 2000 HP Notes: -This feature could also bring some new togglable graphics effects, if you have a trash PC (like mine) than flipping "Prop Destruction Animation" Off would not show the animation of the prop breaking and crumbling, just vanishing upon destruction. -The damage you do to a prop will not be displayed, to avoid confusion and to encourage you to focus shooting enemy tanks. -Prop Destruction could be a togglable feature, just like supplies in Pro Battles. Prop Destruction will only take effect if there is more than one enemy on the map.
  21. I don't think Tanki is in desperate need of $$$, their offices always look great and full of people, somehow...
  22. ok, I didn't think that part thru, might a' been a typo, all fixed thanks
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