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My 6 IDEAS for improvement


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I have some ideas to make the game better.

  • Segregated servers: Tanki Online can segregate servers based on the type of game.For example, I like TDM games, some others like CTF and so on.So, if there is a special TDM server, DM server, CTF server, it would be convinient as the people who like that particular type of game would all come and play it.
  • Marked zones: What if in all the maps, different prominent areas have special names: Like zone A, zone B, etc. And the zone name could be written on the wall or building or even the ground.So in chat, it would reduce the confusion of we just tell: "Go to zone B" or "Danger in zone 5".
  • Changing weapons: It would be really useful if we could change the weapons during the game. Maybe they can limit it to one time changing per game. That would even regulate players.
  • Reducing prices: Prices are ridiculously high for most weapons and hulls. For example, since the rebalance, I have gone 2 ranks higher, and I haven't been able to buy a single m1 weapon or hull!
  • Reducing lags: Please do something to reduce those annoying lags which make us lose crystals and get us destroyed.
  • More weapons: TO could add more weapons with better features. Also I suggest another weapon like Isida which can heal other tanks, but from a longer distance.

 

Please suggest these ideas to the developers and if some of them are impractical, please tell the reason. Keep up the good work guys! :D

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More weopons like gas guns spike shooters maybe a cannon

Yeah thats a nice idea. Maybe a weapon that leaves the other blind for a few seconds, or make the opponent's weapons idle for some time.

Or maybe a gun that gives out drugs for your team members and mines for the opponents.

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Some nice ideas but :

1) I like swapping between game types, so segregated servers wouldn't suit me

2) Marked zones might be okay - but in what language?

3) Changing weapons in a battle? Don't like this at all; you can - with the right tactics and skill - take out pretty much any other tank with a given weapon/hull combinbation, if you play to your strengths and their weaknesses. Having to leave the battle and lose your score is a key part of the game.

4) I suspect the point of the rebalance was to get to a point where the lower ranks were not just out-classed with the higher ones by weaponry, not skill. A skillful player with M0 or M1 weapons can now take out low-skill, high rank players. Which, IMHO, is as it should be. I also suspect the economic model they had was broken, and didn't scale well so that..

5)... they needed to generate more money to keep the investors happy, so they can expand both technology and support staff. Getting an econmic model right that works with the demands of say 500,000 people, and still works up to 11,000,000 is pretty tough.

6) Agreed! My understanding is that it was too hard under the old scheme to introduce new weapons and hulls without thowing the whole game out of whack; Shaft and Isida seriously changed the game. Lets see, on my shopping list are:

- tesla cannon: fires electrical discharge that can jump from tank to tank, extending its range (but discharging faster)

- sonic disruptor: creates a mini-earthquake causing damage and making a tank harder to steer; shakes people off structures etc.

- quad mounted chain guns: similar to twins, but longer range, lower damage and harder to spot

The main thing I would like to see is some additional supplies that could be used:

i) JSTAR/AWACS uplink - creates a map that shows the location of friends/foes for the duration it is active; cost maybe 10?

ii) STEALTH module - adaptive camoflage unit that makes the tank semi-invisible by painting it with the background at that location from every point of view; cost 20

iii) Hellfire fire-and-forget missile - hold down key to activate graticule and aim (like shaft); hold in graticule for 2 seconds to get "lock" (with a nice tone!); damage as per mine (cost 20)

iv) Jump rockets - very high speed, very temporary speed boost to aid in jumping/pushing.

v) Smoke mines/granades. Does what it says on the tin(!) - increases the "fog of war" and tactical options

vi) FLIR (Forward Looking Infra Red) : "heat vision" that highlights all tanks, even those with adaptive camoflage

vii) targeting laser. Places a red dot on the current "aim point" for long range shooting.

viii) air strike. Weapon becomes a laser designator for a PGM-type bomb. Hold down fire button and aim for 5 seconds, bomb drops, keep target illuminated for another five seconds

ix) Mortar. Like a mine, but is "lobbed" at a 75 degree angle in the direction of the turrent so it can be thorwn over obsticles. Explodes if it hits a tank, or acts as mine.

Oh - and while we are in the subject, lets make the self-destruct a little more, well, damaging to those around you!

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Some nice ideas but :

1) I like swapping between game types, so segregated servers wouldn't suit me

2) Marked zones might be okay - but in what language?

3) Changing weapons in a battle? Don't like this at all; you can - with the right tactics and skill - take out pretty much any other tank with a given weapon/hull combinbation, if you play to your strengths and their weaknesses. Having to leave the battle and lose your score is a key part of the game.

4) I suspect the point of the rebalance was to get to a point where the lower ranks were not just out-classed with the higher ones by weaponry, not skill. A skillful player with M0 or M1 weapons can now take out low-skill, high rank players. Which, IMHO, is as it should be. I also suspect the economic model they had was broken, and didn't scale well so that..

5)... they needed to generate more money to keep the investors happy, so they can expand both technology and support staff. Getting an econmic model right that works with the demands of say 500,000 people, and still works up to 11,000,000 is pretty tough.

6) Agreed! My understanding is that it was too hard under the old scheme to introduce new weapons and hulls without thowing the whole game out of whack; Shaft and Isida seriously changed the game. Lets see, on my shopping list are:

- tesla cannon: fires electrical discharge that can jump from tank to tank, extending its range (but discharging faster)

- sonic disruptor: creates a mini-earthquake causing damage and making a tank harder to steer; shakes people off structures etc.

- quad mounted chain guns: similar to twins, but longer range, lower damage and harder to spot

The main thing I would like to see is some additional supplies that could be used:

i) JSTAR/AWACS uplink - creates a map that shows the location of friends/foes for the duration it is active; cost maybe 10?

ii) STEALTH module - adaptive camoflage unit that makes the tank semi-invisible by painting it with the background at that location from every point of view; cost 20

iii) Hellfire fire-and-forget missile - hold down key to activate graticule and aim (like shaft); hold in graticule for 2 seconds to get "lock" (with a nice tone!); damage as per mine (cost 20)

iv) Jump rockets - very high speed, very temporary speed boost to aid in jumping/pushing.

v) Smoke mines/granades. Does what it says on the tin(!) - increases the "fog of war" and tactical options

vi) FLIR (Forward Looking Infra Red) : "heat vision" that highlights all tanks, even those with adaptive camoflage

vii) targeting laser. Places a red dot on the current "aim point" for long range shooting.

viii) air strike. Weapon becomes a laser designator for a PGM-type bomb. Hold down fire button and aim for 5 seconds, bomb drops, keep target illuminated for another five seconds

ix) Mortar. Like a mine, but is "lobbed" at a 75 degree angle in the direction of the turrent so it can be thorwn over obsticles. Explodes if it hits a tank, or acts as mine.

Oh - and while we are in the subject, lets make the self-destruct a little more, well, damaging to those around you!

 

The zones could be marked in numbers- 1, 2, 3... Everyone understands those.

Yes I understand the weapons changing reason.

 

I like your ideas a lot. Some of them, even I have thought of. We must get these brilliant ideas to the devs.

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KiwiZaphod (btw I love Zaphod!)

 

Youre ideas are really good! But with so many weapons in the single game, I suspect some would be too specialized. Maybe a tank can carry an extra, but very limited weapon on the side of the normal one. Side-weapon could be limited in many reasons....like a very high reloading-time.

 

I love the "electro-thrower" gun. If you've ever played "Star Wars - Battlefront", there's a gun there which functions would work really nicely for Tanki! Basicly it shoots a flash, but can be loaded up before firing to fire a flash which bounces between enemys near eachother (must be behind the first one who gets hit) and it can bounce maximum 5 times.

 

About a quad... Maybe some kind of very small vechicle should also be in the game. Almost zero armor, but fast and a very small target. Hull is very low and doesn't exceed the turret in size.

 

Maybe you should be able to place out fake bushes and hide behind? :) Like a kind of drug, except you can pick up the bush again.

Maybe even small walls with health that can be placed out. Maybe only one tank can place bushes and walls, and obstacles too to (engineer-tank) and can give away free drugs but very limited.

 

It would take team-work to a new level. Imagine this example of a battle: A group of tanks attacks, drives into an open area and gets shot at. An engineer-tank then places a wall and the tanks hide behind it. An isida tries to make sure the wall won't get destroyed as it gets fired on. The engineer-tank then gives drug-bonuses to nearby tanks, like double-power to defend themselves.

The tanks destroys many enemys firing at them and then moves up, and a new wall gets placed closer to the enemy terrority, and they do the same tactic again. Suddenly they get flanked as some clever Rails and Thunders have moved to the side. Many tanks gets destroyed but the engineer-tank quickly pick up and change direction of the wall to protect them.

 

Just a silly little example...

 

 

Back to weapons. There's one weapon I imagine that I'd love to get feedback on.

 

A gun which fires a rolling ball, which rolls on the ground at pretty high speed and can bounce against walls and change direction. When it fires away a ball it flies a bit before hitting the ground, so if you're close you can hit things on another level too. The ball is very high-explosive but doesn't explode by itself, the player have to set a timer for the detonation.

This is done by double-clicking with the fire-button. The time between the two clicks decides the timer for the explosion. Maybe about 1 seconds pause between the clicks represent that the ball will roll about a 100 meters in the game before firing. The player must get a feel for it, and you'd have to really think when you use the weapon!

The balls can be changed direction easily if they get shot at with some weapons, like Thunder/Rico/Twins... Or driven into with a fast tank. Enemys can if they act quickly, defend themselves by changing the direction of the ball, but that would not be too easy to do as the balls rolls fast. But basicly the balls can be knocked right back at the one who fired them!

The explosion doesn't just destroy enemy tanks, it can also make the unstable ones tip over if they are outside the explosion.

 

 

Tell me what you think, people... is it crap? lol Or maybe something worth thinking about?

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Oh, and more maps that are supposed to look like nature! With uneven terrain, forests, hills.... maybe even island-maps with an ocean surrounding, with beaches and palmtrees and thick jungles where you can't see anything!

 

Real adventure-maps.

 

Also, I wrote about it before, moving platforms would be cool if it could be done. Like in Super-Mario. Elevators and stuff that constantly just moves around.

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what about hulls?ther arent so match hulls !!!!i think a weapon1it can shoot frome a long rage and it can shoot a laizer (somethiing like railgun) and it can bounce (like richochet) this is your topic so if this idea is good send a mesafe below!!!!!!!

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And also cool would be perks and killstreaks.(UAV,Thunder artilerry,AC-130(includes ricochet,twins,railgun,and thunder),precision airstrike,and EMP(would disable running killstreaks and tanks for 30 seconds,so the EMP user can feel free to destroy what user wants.)

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Well you can change guns and etc like hulls and paints in battle without loosing points , so you should delete that thing.... If u dont know how, add me in skype or pm me ill teach you ( Skype : matausius123 )

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i like ur idea and about zone i was thinking it . it is really confusion(as u say) to locate where is he/she when they said in chat. somtimes they say in rampage area, or in stairs blah blah blah....

 

i like ur all ideas ;)

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