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semyonkirov

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Canceling Self Destruct


This one is pretty simple, yet I think VERY useful. It won't even be that complicated. How many times have you thought you would flip over and pressed self destruct, but instead landed on your side? And you had a turret with either recoil, or a helpful teammate help you out? In either of those cases, both you've lost points, and in one a teammate has wasted precious seconds helping you for no reason when they could have been returning the flag. With this, there's no "OMG REALLY I DIDN'T EVEN MEAN TO PRESS THAT." and then a frustrating 10 second wait (Which is too long anyway, also a helpful update would be changing the self destruct time to 5 seconds, or even 3). I think MANY tankers would appreciate this. And activating it would be extremely easy: Delete to self destruct, delete again to cancel (Or Ctrl + \, whatever you use)


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Canceling Self Destruct

This one is pretty simple, yet I think VERY useful. It won't even be that complicated. How many times have you thought you would flip over and pressed self destruct, but instead landed on your side? And you had a turret with either recoil, or a helpful teammate help you out? In either of those cases, both you've lost points, and in one a teammate has wasted precious seconds helping you for no reason when they could have been returning the flag. With this, there's no "OMG REALLY I DIDN'T EVEN MEAN TO PRESS THAT." and then a frustrating 10 second wait (Which is too long anyway, also a helpful update would be changing the self destruct time to 5 seconds, or even 3). I think MANY tankers would appreciate this. And activating it would be extremely easy: Delete to self destruct, delete again to cancel (Or Ctrl + \, whatever you use)

Yeah, this would be very helpful in battles. Generally, im that teamate that wastes time fliping someone, just to find out that they already pressed delete....im cloe to never the one upsidedown though, as im fully upsidedown, my teamates are jerks and dont even bother helping, or my teamates are too dumb to see the obvious way to flip me. Alot of times, its a combonation of all of those, and it seems like noobs are the nicest players in the game.....

 

Also, there was a point in makeing the SD timer longer, and why you lose points. Many people would self destruct when about to die so the other person wouldnt get the kill, something very good in DM mode.

Now, i know this is not the right topic, but here is my tip for playing a DM battle; If your fighting near a hole that will either make you die or you need to SD, try to push players tht are either above you in scoreboard, or are right behind you in second or third. This adds a death for them, but it also takes away a kill therefore makeing it so you can pass them and ruin their k/d some. :D im a jerk like that :lol:

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If youv ever read through things in the forums youd know that most people hage druggers.....so why are you suggesting something that would have even MORE druggers??? If drugs were cheaper, yeah, you would be able to use a bit more and you could also get out of some bad situations with them too, but did it never occure to you that OTHER peopl would be useing more too? Yeah, you could buy more drugs, but you would need to spend even more crystals than before just to keep up with others, and you would end up not being able to save up for a m2, others woold have all m4.... if your a buyer, tgis would actually help you though...ignore whats above if you are one, but if your not a buyer now,you will be if drugs become cheaper.....

It's more fun when all drug then when none drug.

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It's more fun when all drug then when none drug.

All it does is make it so that everyone is basically a higher rank than they are. Everyone with m0 drugging is like all m1 or m2 without drugs. Everyone with m2 drugging is like all m4 with no drugs.

 

My idea; Make m5,m6, and m7

Also maybe extend the ranks a bit more too. This will encorage gismos to play again too :)

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All it does is make it so that everyone is basically a higher rank than they are. Everyone with m0 drugging is like all m1 or m2 without drugs. Everyone with m2 drugging is like all m4 with no drugs.My idea; Make m5,m6, and m7

Also maybe extend the ranks a bit more too. This will encorage gismos to play again too :)

Ya but if everyone drugs it evens out, and adds a layer of skill, u have to perfectly know when to time the drug what to equip first etc.

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Ya but if everyone drugs it evens out, and adds a layer of skill, u have to perfectly know when to time the drug what to equip first etc.

But again, it also makes it so everyone is paying more crystals.....

Now, if you really think aal this, just go do drug wars. See if you make back all the crystals you spent.

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Canceling Self Destruct

This one is pretty simple, yet I think VERY useful. It won't even be that complicated. How many times have you thought you would flip over and pressed self destruct, but instead landed on your side? And you had a turret with either recoil, or a helpful teammate help you out? In either of those cases, both you've lost points, and in one a teammate has wasted precious seconds helping you for no reason when they could have been returning the flag. With this, there's no "OMG REALLY I DIDN'T EVEN MEAN TO PRESS THAT." and then a frustrating 10 second wait (Which is too long anyway, also a helpful update would be changing the self destruct time to 5 seconds, or even 3). I think MANY tankers would appreciate this. And activating it would be extremely easy: Delete to self destruct, delete again to cancel (Or Ctrl + \, whatever you use)

 

I have already gave this suggestion, still agree with it 100%

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I have already gave this suggestion, still agree with it 100%

Yeah, many people have sugbested this, and its scattered through the topic. Not as much as "Being able to sell items", but its still there. I seem to find it more often now though for some reason....iv been following this topic for months, and i read through the forst 80 or so pages, so i know lots of the suggestions.

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Hello fellow tankers, while i have been playing TO for a 3 years now ( equivalent of maybe about a year due to inactive 1/2 the time) this is my first time posting in forum or even signing in. I understand that I am not the most experienced player, but i do have a few ideas that may or may not be a good implement in TO

 

Tie breaker in battles: Most people hate to see a good game end in a tie and others are grateful enough to manage to even get that far; however i personally take side with the first group of people. Possible solution: After the timer runs out of time and it is still a tie, two options will pop up that will say " Accept" or "Decline". Everyone in the battle can pick one of the two options and the option with the most selections will be chosen to occur. If the majority was option "Decline" it will end in a tie and will receive the same amount of crystals that they would normally get if a tie occurred. If the majority was option " Accept", they will get to do a tie breaker. In CTF, it will be a sudden death like match for capturing the flag, if its TDM or DM they one minute( more or less) to score kills. If it still ends in tie, the player with the leading amount of kills on each team will face each other in sudden death ( or in DM it will be the players with the same amount of kills). In CP, the top players ( 1-3 each team) will have to face each other to capture the set base and whoever captures it first wins( base might be best put in center of map).

 

Rewards for tie breaking team: 10 of each supply or 100-1000 cry to those who participated in the tie breaker). Those who were on the winning team that did not participate in the tie breaker receive half of the bonus reward.

 

New paint ideas: Paint protection is great, but sometimes it is not enough. Possible solution: Side effects, merging paints, protection against druggers.

Side effects: Ramming, Temporary burn, Temporary freeze/slow, Temporary EMP, Reflection.

Ramming- Enemy tank that runs into your tank, loses a small portion of hp( maybe like 5-10 per ram)

Temp. burn- Enemy tank that runs into your tank receives burn effect ( maybe 1-4 secs)

Temp. freeze/slow- Enemy tank runs into your tank, receives a freeze/ slow effect( maybe 2-5 secs)

Temp. EMP- Enemy tank runs into your tank, the enemy tank cannot shoot or move ( maybe 1-3 secs; probably still too op).

Reflection- Enemy tanks are shooting at you and then suddenly all the rest of their shots reflect off your tank and towards( depending on angle, shots could shoot away from enemy and towards your team mates) the enemy.( only occurs when the player using the paint with reflection reaches 10 hp or less and can only last maybe 2-5 secs and is reusable,but has a recharge time- probably a couple minutes or less.

 

Merging paints: Maybe the price could be twice the cost of the 2 paints combined- Ex.) 1 paint costs 10,000 cry and the other paint cost 30,000 cry, which would be 40,000 cry put together, now double it when merging which comes to a cost of 80,000 cry. However, to help keep it balanced some, there should probably restrictions to how far the combined stats can go and what paints can and cannot be merged. Another way would be to divide the stats between paints allowing for more than 2 paints to be merged( total combined cost would probably be halved due to using more than 2 paints). Adding side effects would be another factor in pricing.

 

Protection against druggers: This could be added as side effect, however it is highly improbable due to drugging being a large portion of payments for high level players and is most likely TO's largest source of making profits.Due to this, its protection would be a fairly small amount to keep drugging alive, but slightly less powerful.

 

Feedback would be great and thank you for your consideration.

        

                                                                              ~ Live to tank another day! ~ 

                                                                                            

                                                                                            

 

 

 

 

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Hello fellow tankers, while i have been playing TO for a 3 years now ( equivalent of maybe about a year due to inactive 1/2 the time) this is my first time posting in forum or even signing in. I understand that I am not the most experienced player, but i do have a few ideas that may or may not be a good implement in TO

 

Tie breaker in battles: Most people hate to see a good game end in a tie and others are grateful enough to manage to even get that far; however i personally take side with the first group of people. Possible solution: After the timer runs out of time and it is still a tie, two options will pop up that will say " Accept" or "Decline". Everyone in the battle can pick one of the two options and the option with the most selections will be chosen to occur. If the majority was option "Decline" it will end in a tie and will receive the same amount of crystals that they would normally get if a tie occurred. If the majority was option " Accept", they will get to do a tie breaker. In CTF, it will be a sudden death like match for capturing the flag, if its TDM or DM they one minute( more or less) to score kills. If it still ends in tie, the player with the leading amount of kills on each team will face each other in sudden death ( or in DM it will be the players with the same amount of kills). In CP, the top players ( 1-3 each team) will have to face each other to capture the set base and whoever captures it first wins( base might be best put in center of map).

 

Rewards for tie breaking team: 10 of each supply or 100-1000 cry to those who participated in the tie breaker). Those who were on the winning team that did not participate in the tie breaker receive half of the bonus reward.

 

New paint ideas: Paint protection is great, but sometimes it is not enough. Possible solution: Side effects, merging paints, protection against druggers.

Side effects: Ramming, Temporary burn, Temporary freeze/slow, Temporary EMP, Reflection.

Ramming- Enemy tank that runs into your tank, loses a small portion of hp( maybe like 5-10 per ram)

Temp. burn- Enemy tank that runs into your tank receives burn effect ( maybe 1-4 secs)

Temp. freeze/slow- Enemy tank runs into your tank, receives a freeze/ slow effect( maybe 2-5 secs)

Temp. EMP- Enemy tank runs into your tank, the enemy tank cannot shoot or move ( maybe 1-3 secs; probably still too op).

Reflection- Enemy tanks are shooting at you and then suddenly all the rest of their shots reflect off your tank and towards( depending on angle, shots could shoot away from enemy and towards your team mates) the enemy.( only occurs when the player using the paint with reflection reaches 10 hp or less and can only last maybe 2-5 secs and is reusable,but has a recharge time- probably a couple minutes or less.

 

Merging paints: Maybe the price could be twice the cost of the 2 paints combined- Ex.) 1 paint costs 10,000 cry and the other paint cost 30,000 cry, which would be 40,000 cry put together, now double it when merging which comes to a cost of 80,000 cry. However, to help keep it balanced some, there should probably restrictions to how far the combined stats can go and what paints can and cannot be merged. Another way would be to divide the stats between paints allowing for more than 2 paints to be merged( total combined cost would probably be halved due to using more than 2 paints). Adding side effects would be another factor in pricing.

 

Protection against druggers: This could be added as side effect, however it is highly improbable due to drugging being a large portion of payments for high level players and is most likely TO's largest source of making profits.Due to this, its protection would be a fairly small amount to keep drugging alive, but slightly less powerful.

 

Feedback would be great and thank you for your consideration.

        

                                                                              ~ Live to tank another day! ~ 

Can you repeat this in a non-disco format?

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Plain gray text that's easy to read and not an eyesore.

I apologize if I confused you.

        Oh, that makes more sense now. I will do my best to not make my future posts strenuous to read.

 

well i personely though it was nice looking. Maybe change some of the really light colors, but i think its nice to have differwnt sections color coded :lol:

     Thanks for the input. :)

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I think they should have a system of showing how much damage is done like 3/4 health slight dents and scratchs, 1/2 health same as before but with slight smoking, and finally 1/4 health severe smoking

-sealionrock

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I think they should have a system of showing how much damage is done like 3/4 health slight dents and scratchs, 1/2 health same as before but with slight smoking, and finally 1/4 health severe smoking

-sealionrock

No, u guts in ur rank don't understand that would deck the style of tanki!

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I think they should have a system of showing how much damage is done like 3/4 health slight dents and scratchs, 1/2 health same as before but with slight smoking, and finally 1/4 health severe smoking

-sealionrock

Then everyone would just go for whoever has the most dents already.

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Then everyone would just go for whoever has the most dents already.

No-duh. Thats why he suggested it. Thats the point. Looking at the clips from TankiX, i think that may actually be in it. Dont quote me on that though, as im just guessing.

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