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Bumpscositus

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Bumpscositus last won the day on July 11

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  1. Bumpscositus

    New Game Mode: Convoy

    Convoy covers both styles of play. Even as an Escort, you can move ahead and attack Bandits to keep them from properly positioning themselves for an ambush. Or you can stay close to the Convoy and defend the escorts moving it from Bandit attacks. The idea here is that the teams have completely opposing objectives, like I said. Escorts want to deliver the Convoy to its destination, while Bandits want to stop it.
  2. Bumpscositus

    New Game Mode: Convoy

    That's a fair concern. One reason I think Convoy could play differently is that, unlike Assault, the objective isn't static. The Convoy is constantly moving, so the frontline shifts throughout the match instead of remaining concentrated around a single point. Whether that ultimately results in better balance is something that would only become clear through testing. I agree. My proposal isn't intended to solve the game's overall balance issues. It's simply a suggestion for a new gameplay experience. Balancing the game is a much broader topic, and that's ultimately the responsibility of the development team. That's a valid point, and I think any objective-based mode has to account for that. My hope is that a moving objective would naturally encourage more participation because the action follows the Convoy across the map instead of remaining in one place. Players who still prefer to camp and farm kills would also have opportunities to do so, especially on the Bandit team where delaying the Convoy often means keeping the Escorts away from it. I agree. Not every existing map would necessarily suit Convoy. That's why I used Berlin and Dusseldorf as proof-of-concept examples. Their layouts naturally support the type of gameplay the mode is designed to encourage. I don't see Convoy replacing any existing mission. It would simply become another objective in the rotation, just like CTF, RGB, Assault, and Team Juggernaut have their own mission-specific tasks. For example, Convoy could have missions such as: • Win a Convoy battle. • Earn reputation as an Escort. • Stop the Convoy a certain number of times as a Bandit. • Win as either Escorts or Bandits. If Convoy were ever added, I imagine it would simply expand the pool of possible Quick Battle missions rather than take the place of an existing one. Of course, how missions would be integrated would ultimately be up to the developers. I hope this addresses all of your concerns, and I apologize for the late response.
  3. Bumpscositus

    New Game Mode: Convoy

    With all due respect, that's the gameplay of Rugby. Ball is in the middle, and both teams fight to deliver it to the enemy's goal.
  4. Bumpscositus

    New Game Mode: Convoy

    @Jeers4U To be honest, I did consider the idea of the Convoy having small arms to passively defend itself when there aren't any Escorts to do so, but it felt like that would make the mode unbalanced in the Escorts' favor.
  5. Bumpscositus

    New Game Mode: Convoy

    @Jeers4U It would be. When I developed this concept, the idea was that the two teams will have completely opposing objectives. Escorts want to deliver the Convoy to its destination, and Bandits want to stop it. The battle advances across the map as the Convoy advances like in the map examples I provided, which means both teams will have to adapt their strats.
  6. Bumpscositus

    New Game Mode: Convoy

    @Wry A convoy is a group of vehicles traveling together under protection while transporting valuable cargo through potentially hostile territory. By this definition, Convoy as a name closely reflects the core objective of the game mode, where the Escort team must safely guide an armored transport vehicle to its destination while the Bandits attempt to stop its advance. The name is simple, recognizable, and immediately communicates the mode's objective while remaining consistent with Tanki Online's existing game mode naming convention. @ok_hand Well, that wouldn't have worked. In my mind, the idea was that the Convoy would depart from near the Escort's spawn area and make its way across the map through its route beyond the Bandit's spawn area. The idea is that the match starts easy for the Escorts where they spawn next to the Convoy and gets gradually harder as it gets further away. Likewise, the match gets easier for Bandits as the Convoy gets closer to their camp. Furthermore, Bandits and Escorts spawn on different sides of the map so that both can prep themselves for the fight. Bandits can lay traps along the Convoy route, while Escorts can clear the path ahead. The type of hull and whether it has Trickster or not makes no difference. The only difference on the Convoy speed is how many escort tanks are within its escort radius up until a certain number, and it wouldn't go any faster. Let's say the limit is 5 escorts. Any more beyond that won't make the Convoy move faster. This is so that the entire team doesn't huddle up around it.
  7. Bumpscositus

    New Game Mode: Convoy

    I understand where you're coming from, and all your concerns are valid. I can't overexplain how the game mode works, however, as it's not my place to do so. How the game mode implements and how to balance it is entirely at the developer's discretion. I only wished to provide a visualization of the concept to where they can hopefully see the merit in it. I hope this clarifies things.
  8. Bumpscositus

    New Game Mode: Convoy

    Introduction Throughout its history, Tanki Online has introduced a variety of game modes that each offer a unique gameplay experience, from classic objective capture modes like Capture the Flag and Control Points to newer additions such as Siege and Assault. With that in mind, I would like to propose a new objective-based game mode called Convoy, in which one team escorts an armored transport vehicle to its destination while the opposing team attempts to stop it. Inspired by escort-style modes found in other multiplayer games and adapted to fit Tanki Online's gameplay, Convoy introduces a moving objective that encourages teamwork, map control, and strategic decision-making. This proposal is intended as a proof of concept, supported by illustrations and examples to help visualize how the mode could function if the development team believes the idea has merit. What Is Convoy? Convoy is an objective-based team game mode in which an armored transport vehicle must be escorted along a predefined route while the opposing team attempts to stop its advance before time expires. Unlike static objectives, the Convoy is constantly moving, creating a dynamic frontline that shifts across the battlefield and encourages teamwork, map control, and strategic positioning. Teams • Escorts: Escort the Convoy to its destination before time expires. • Bandits: Prevent the Convoy from reaching its destination until time expires. Victory Conditions Escort Victory: The Escorts win by successfully guiding the Convoy to its final destination before the match timer expires. Bandit Victory: The Bandits win if the match timer reaches zero before the Convoy arrives at its destination. Escort Radius and Convoy Movement The Convoy advances only when Escort players are within its active escort radius, which functions similarly to the objective-capture mechanics found in Control Points and Siege. The radius provides enough freedom for players to maneuver, engage enemies, and use nearby cover without constantly disconnecting from the objective. The Convoy's speed increases as more Escorts enter the radius, up to a maximum effective escort count. The exact radius, movement speed, and player requirements would remain at the discretion of the development team to ensure proper balancing across different maps and matchmaking environments. Visual Examples Disclaimer All visual examples in this proposal, including icons, map layouts, routes, and other illustrations, are conceptual mockups created solely to help visualize the Convoy game mode. They are not intended to represent final designs or official implementation plans. Should the development team choose to explore this concept further, all visuals and implementation details would remain entirely at their discretion. Game Mode Selection Screen Icon The proposed Convoy game mode icon depicts an armored transport vehicle bearing a flag, visually representing the mode's central gameplay mechanic: escorting a valuable asset to its destination while defending it from enemy interference. The design follows Tanki Online's existing visual language by using a simple, recognizable silhouette that remains easy to identify in the game mode selection screen. Maps Exhibit A: Berlin Berlin was selected as a proof-of-concept example because its varied layout naturally complements Convoy's gameplay. Its combination of open areas, narrow streets, and walled sections encourages a mix of long-range combat, flanking maneuvers, ambushes, and close-quarters engagements as the Convoy progresses along its route, requiring both teams to continually adapt their strategies. Exhibit B: Dusseldorf Unlike Berlin, Dusseldorf demonstrates how Convoy can provide a different gameplay experience on a denser urban map. Its narrow streets and confined routes encourage frequent engagements, ambushes, and coordinated team pushes, highlighting how the mode can naturally adapt to different map layouts while retaining its core objective. Potential Event Trial Should the development team find merit in Convoy, one possible method of public testing could be through Tanki Online's Festive Mode after internal development and private testing. As a limited-time weekend event, it would provide an opportunity to evaluate the mode under real gameplay conditions, gather player feedback, and inform any future decisions, should the developers choose to pursue the concept further. Conclusion Convoy is presented as a player-driven concept intended to explore a new objective-based experience for Tanki Online. The mechanics, examples, and visual mockups included in this proposal are meant only to illustrate the idea, with any potential implementation, balancing, and design decisions remaining entirely at the discretion of the development team. My hope is simply that the concept is taken into consideration if the team believes it has enough merit. Finally, I would like to thank NikmanGT for providing the top-down screenshots used in the map examples and for his valuable feedback throughout the development of this concept. Thank you for taking the time to read this proposal.
  9. Bumpscositus

    Environmental Hazards for Tanki Online Maps

    Me personally, flying hulls haven't a problem for me so far. I can usually shoot them down mid flight and it makes for a funny moment. Now that I'm thinking about it, though, imagine they still get burned from the heat radiating from the lava pits I originally mentioned
  10. Bumpscositus

    Environmental Hazards for Tanki Online Maps

    I get that, and yeah, now that I think about it, it would make for a fun special event. I just want a PvE mode in this game, and I know the devs won't make it happen for obvious reasons.
  11. Bumpscositus

    Environmental Hazards for Tanki Online Maps

    Hello, everyone. I had this idea a few days ago after playing a match in massacre, and felt compelled to share it here and see what people think about it. What if Tanki Online had environmental hazards in some maps? So far, the only environmental hazard we need to look out for is self-destruction, like if you drive too far out in Iran, or you fall into one of the trenches in Kungur. But what if there were more hazards to be aware of in some maps? For example, imagine a version of Massacre, where it's a volcanic hellscape. The craters dotting the map are filled with lava, and if you touch one, or drive through it, you don't instantly self-destruct, but you get the Burning effect. And if you sit in the lava for too long, you start taking damage, even if you have the Heat Immunity augment installed. Yes, I know that having maps with hazards like this can be distracting and might increase the game's difficulty, but it would also make it more rewarding to use the environment against your opponent as well. What do you guys think? If you have more ideas for this kind of thing, feel free to share them in the replies and we can have a conversation about it.
  12. Bumpscositus

    Repeatedly Disconnected From Servers

    So, for the last couple of days, I've been having this weird issue of the game suddenly disconnecting me at odd times, be it mid-battle, or when I'm loading a page, like the garage or the shop. Some people told me it could be my internet connection, but i've checked it multiple times and everything seems fine on that front. Tanki Online is the only thing that's been giving me connection issues. And it's not like I have bad internet either. My ping is always at a stable 15, so it's not like I experience any lag spikes. I have no idea what could be causing this, or whether I'm the only one experiencing this. Is anyone else experiencing this despite their internet being good?
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