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Special New Year map in-game now


semyonkirov
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Having read the comments and now played the New Year 'racing map' I think well done Tanki - this has been a worthwhile piece of year end fun.

Naturally, as a 'racer', I've been looking forward to a racing map - my Wasp M1 on Nitro is awesome.  The opportunity for some 'big air' opportunities as seen in 'Angry Birds Go' is also attractive (Ricochet helps keep the balance in flight).

In this New Year format - it's good to see the use of the Command Post which might help make CP more popular - and a good decision to have a track for each side leading to a single goal.

I think this has been a good first effort and has suited many tankers for a bit of fun.

I think it's the nature of most racing games the outcome is often decided very soon after the start and the winner takes all (which is why an extreme move like 're-seeding' each side based on the score from the previous round and the player ranking might help level things a bit (also worth trying the 'banger racing' format as mentioned below).

It makes sense that racing games (of this kind) should be set at 5,10,15 mins max.  The most fun in the current map is usually in the first sprints up the hill and the first few battles at the top - after that it's all over - and time for a new game.  By the way the new 'predicted game result' is not kicking in soon enough.  We still have too much time lost waiting for a new game.

 

Other racing game ideas: I would like to see racing games of the 'demolition derby' kind (with cross over etc.) - as seen with 'stock cars' and 'banger racing'.

In most racing formats it's important that all competitors get the same performance.  But this would have to be a Pro mode (I bought my Monthly Pro ticket for 2500 crystals yippee! :0)  but only used it for map 'practice' because very few other players have a pro pass :0(

I.e. in pro mode all race competitors would rent the same Wasp/ Hornet  M0,M1,M2,M3 - (no MU's) - and you gain your 'loan tank' automatically based on your Rank.

Any turret / paint can be used from your garage - the paint has no protection effect and we need to make sure that Rail guns cannot do any one-shot kills.

We must have full time Nitro power for racing - no point in having to waste time collecting 'Double Power'.

The format could be that both sides have a flag to carry and the number of 'laps' completed are counted and timed depending only on the progress of the flag and not on individuals.

The opposition can 'impede progress' of the flag in the obvious ways.  This makes it tactically hard to decide if you should help your own flag or impede the enemy - either way team work will be required to win.  'Lost' flags are dealt with by the normal CTF mechanism, flag is left alone for say 40 seconds, then it returns to the start of the lap it was on.

As you can see my intention is to give this format 'lap counting' and the computer keeps track, just as in normal racing, and can display the results at the end of the race.

To prevent 'cheating' the computer must be able to prevent the flag taking illegal shortcuts - very necessary if a circuit 'cross over' point exists.

The good thing about 'cross over' points is they provide massive opportunities for conflict and 'firefights'.

Points are scored in the same way as normal - much like you see today in 'Massacre CTF' - except that completing a lap while holding the flag is the same as a flag 'capture'.

The enemy is not allowed to auto return the flag to the beginning of a lap (unless this is found to help the game during testing?  i.e. it might be good to allow this because it would mean more team work to fend off attacks and may mean heavier tanks have an important place - just as they do in 'Massacre CTF'.

When it come to the use of mines - then each side should be allowed a maximum of 5 per player per game or just ban them from all racing games - a Wasp on nitro has no chance of seeing them!

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This is not a racing map - it is annoying and totally unfun.

 

The spawn point to the hill is far too long - if about 1/2 were cut and the stupid barricades eliminated in the turns it might  be more interesting.

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Sorry Tanki, I have to withdraw my first positive responses. Tries it several times. My conclusions: this map is a BIG FAILURE. Put a few drugging mamoths on the entry opf base and drugging shafts from top, and other party has no chance at all, slaughter house.

A VERY UNBALANCED MAP

HAPPY YOU PUT THE ONE OF LAST YEAR ONLINE: FAR BETTER

 

Regret all your fantastic work and graphics, but this new map is not to remember

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The alternative map is great - the racing map is just too large.

 

If the spawn points were on hills and the tree in a valley I think it would be a huge improvement (i.e. the elevations inverted from the current layout).

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Even after the change, this map is a FAIL.

 

Creating flags halfway to the top doesn't  change the fact that spawn happens out in the open, below.

Meaning, camper's paradise!

 

Lame. Not going to play it again.

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Ds very noob have shaft m4 but don't use it ;)

 

3fc99e5f.jpg

 

I play with my shaft on average once each 3 months :lol: , and for that my little M0 with some drugs does bring me some good satisfaction  :blush: and joy against those unaware M3 hornets and wasps  ;)

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The race map is a joke. The game is always one sided, especially in CP mode. One team take controle of the point, put a lot of mines to defend.

 

And the other team does nothing. Half of the team are noobs Generalissimo camping with Shaft-Rail-Thunder, only caring about their D/L, never trying to get the point.

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I play with my shaft on average once each 3 months :lol: , and for that my little M0 with some drugs does bring me some good satisfaction  :blush: and joy against those unaware M3 hornets and wasps  ;)

You can't beat my hammer m4 ;)

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