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I just think they should bring back labyrinth it looks awesome from the pictures I've seen (looks like great close weapon map for firebirdand freeze )

Nah. Close vertical walls are best suited for Ricoshet.

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Currently there are two teams in team battles. Blue and red team. I am asking for a Green and Yellow team, so that players can take part in three or four teams in team battles.

 

Blue, Red, Green & Yellow Teams in team battles are more challenging.

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What about something like protect certain points that you already have, but attack the enemy and capture their point to win.

For example, both teams have a single point, but you have to have your team control both points to win.

These battles would be incredibly fast-paced, since a single mistake is all it takes for your team to lose.

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What about something like protect certain points that you already have, but attack the enemy and capture their point to win.

For example, both teams have a single point, but you have to have your team control both points to win.

These battles would be incredibly fast-paced, since a single mistake is all it takes for your team to lose.

True, but how often can you consitantly rely on a normal battle teamate.....

 

not very much

 

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i have an idea for a survival mode. you have 5 tanks in a castle, the goal is to survive as many waves of tanks as possible before you all die in one wave.

 

their are 9 tanks surviving.

 

about 12 tanks are in each wave, each wave will level up from M0 enemies to premium enemies.

 

game ends when you pass 60 minutes. players are aloud to join or leave like a normal match, as well as change hulls or turrets in the match.

 

the survivors also will have supplies crates drop down mines and other "drugger" stuff after they complete each wave. :o :o :o .....

 

the enemies will be given special equipment and momentary hulls and turrets with paints to try and kill all the survivors. but the catch is the survivors will get a heads up on what the attackers are using in the next wave.

 

(MAPPING) B) B)

 

the map will be a castle centered in the middle on the side of the hill. their will be many entrances and the outer area outside the castle will be a huge forest. terrain will be random but their will be a road leading from the southern wall of the castle through the main gate entrance......the walls will be able to be driven on with a small tower with 4 entrances in the center of the castle walls. the castle will also have a underground tunnel which leads to another entrance outside the tunnel at the edge of the map. the map border will be a death field with the skull signs and the attackers will spawn at the side of the castle in the forest facing the northern wall.

 

each wave has a countdown of 60 minutes until the wave ends. the wave does not end until the attackers are completely destroyed.

survivors are aloud to choose to hold an area outside the castle if they choose and both sides are aloud to roam freely anywhere inside the borderline.

 

IF ANYONE HAS QUESTIONS PLZ PM ME A MESSAGE!    PLZ PRESS THE LIKE BUTTON IF YOU SUPPORT THIS IDEA!

DO NOT BE SHY ON TELLING ME CLEARLY ON WHAT YOU THINK; LIKE IT OR HATE IT? PLZ PM ME ON YOUR OPINION.

 

I WILL ALSO TAKE SUGGESTIONS FROM YOUR OPINIONS HAPPILY. B) B)

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i have an idea for a survival mode. you have 5 tanks in a castle, the goal is to survive as many waves of tanks as possible before you all die in one wave.

 

their are 9 tanks surviving.

 

about 12 tanks are in each wave, each wave will level up from M0 enemies to premium enemies.

 

game ends when you pass 60 minutes. players are aloud to join or leave like a normal match, as well as change hulls or turrets in the match.

 

the survivors also will have supplies crates drop down mines and other "drugger" stuff after they complete each wave. :o :o :o .....

 

the enemies will be given special equipment and momentary hulls and turrets with paints to try and kill all the survivors. but the catch is the survivors will get a heads up on what the attackers are using in the next wave.

 

(MAPPING) B) B)

 

the map will be a castle centered in the middle on the side of the hill. their will be many entrances and the outer area outside the castle will be a huge forest. terrain will be random but their will be a road leading from the southern wall of the castle through the main gate entrance......the walls will be able to be driven on with a small tower with 4 entrances in the center of the castle walls. the castle will also have a underground tunnel which leads to another entrance outside the tunnel at the edge of the map. the map border will be a death field with the skull signs and the attackers will spawn at the side of the castle in the forest facing the northern wall.

 

each wave has a countdown of 60 minutes until the wave ends. the wave does not end until the attackers are completely destroyed.

survivors are aloud to choose to hold an area outside the castle if they choose and both sides are aloud to roam freely anywhere inside the borderline.

 

IF ANYONE HAS QUESTIONS PLZ PM ME A MESSAGE!    PLZ PRESS THE LIKE BUTTON IF YOU SUPPORT THIS IDEA!

 

DO NOT BE SHY ON TELLING ME CLEARLY ON WHAT YOU THINK; LIKE IT OR HATE IT? PLZ PM ME ON YOUR OPINION.

 

I WILL ALSO TAKE SUGGESTIONS FROM YOUR OPINIONS HAPPILY. B) B)

Ah yes I've suggested something very similar to this twice. My idea was not waves but it was instead just continuous assaults.    http://en.tankiforum.com/index.php?showtopic=243954&page=30&do=findComment&comment=5050194

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i have an idea for a survival mode. you have 5 tanks in a castle, the goal is to survive as many waves of tanks as possible before you all die in one wave.

 

their are 9 tanks surviving.

 

about 12 tanks are in each wave, each wave will level up from M0 enemies to premium enemies.

 

game ends when you pass 60 minutes. players are aloud to join or leave like a normal match, as well as change hulls or turrets in the match.

 

the survivors also will have supplies crates drop down mines and other "drugger" stuff after they complete each wave. :o :o :o .....

 

the enemies will be given special equipment and momentary hulls and turrets with paints to try and kill all the survivors. but the catch is the survivors will get a heads up on what the attackers are using in the next wave.

 

(MAPPING) B) B)

 

the map will be a castle centered in the middle on the side of the hill. their will be many entrances and the outer area outside the castle will be a huge forest. terrain will be random but their will be a road leading from the southern wall of the castle through the main gate entrance......the walls will be able to be driven on with a small tower with 4 entrances in the center of the castle walls. the castle will also have a underground tunnel which leads to another entrance outside the tunnel at the edge of the map. the map border will be a death field with the skull signs and the attackers will spawn at the side of the castle in the forest facing the northern wall.

 

each wave has a countdown of 60 minutes until the wave ends. the wave does not end until the attackers are completely destroyed.

survivors are aloud to choose to hold an area outside the castle if they choose and both sides are aloud to roam freely anywhere inside the borderline.

 

IF ANYONE HAS QUESTIONS PLZ PM ME A MESSAGE!    PLZ PRESS THE LIKE BUTTON IF YOU SUPPORT THIS IDEA!

DO NOT BE SHY ON TELLING ME CLEARLY ON WHAT YOU THINK; LIKE IT OR HATE IT? PLZ PM ME ON YOUR OPINION.

 

I WILL ALSO TAKE SUGGESTIONS FROM YOUR OPINIONS HAPPILY. B) B)

 

 

 

I like the idea, but you made it a bit too specific. Here are the...well bad thing about it.

Map:

Randomly generated terrain will never happen. This would lag out the game so much, and whats the point in that? It would also just waste the devs time too. Make one or 2 maps specifically for that gamemode with all the terrain though out, then it would be good.

 

Game Time Limit:

 

Waaay to long.... 1 hour for one round? Thats stupid.... 3-4 min rounds are better. When the battle is created, there is an optiion for the the amount of time each round is. Obviously, the defenders would want them to be short, so the more time each round is, the attackers items are nerfed or are not upgraded as much at the end of each round. A 60 min round would make the attackers items nerfed in every way about 60%. 5 min is the max amount of time for each round, without nerfing attackers, is 5 min.

 

Teams/Difficulty per round:

Attacking team and defending teams should be equal. The attackers have an insane advantage with your specifics....just cause you know whats comeing wont nessisarily mean that you willbe ready for it....Example: (pretend your at ) Say you knowbthat a giant group of Mammy/Vulcans and Isidas are comeing that adds up to 20 tanks...just because you know about them wont make you win. I think that the teams shohld be based on a players stats. High D/L players that do DM alot should not be with many other insane DM players if the other team has low D/L players....I say that each round, the attacking team has their hulls and turrets Micro Upgrades go up by 15 each round, and will continue going up even if it has reached the next M level or has reach m4 until the defenders lose. The attacking team should be slightly smaller than defenders and they can respawn.

 

Equipment:

 

Attackers cannot use Shaft, as that coyld make the rounds extremly u fair and not very fun for either side. Defenders also cannot leave their fort/castle/base if they have a light hull. This is to try and prevent people from camping outside when they should be in the fort with their teamates. Isida should aslo be given an exp boost for healing teamates on defenders team. This is to help people work as a team and not ignore others.

Im also thinking that one of the turrets that was suggested in Ideas and Suggestions months ago should be added to the game, as it would go very well with this gamemode. Ill summarize it in a spoiler at the bottom of this post.

 

Round win/Game loss:

 

The round is won if the Defenders can stay alive for 3 or 4 min, and when the round is over after a win, everyone respawns. When the attackers win, the game is over and the battle restarts.

 

Battle Fund:

 

Each round that defenders win will give them bonus crystals added to the normel fund. The attackers will obviously get more crystals for each kill as the defenders cant respawn so it would be quite unfair and nobody would want to attack. When the attackers win, they get a fairly large bonus to their fund too. The battle fund will be shown at the bottom in the normal spot, exept that it will show the fund for the Defenders and Attackers separatly.

 

GoldBoxes:

 

Goldboxes will drop like normal, and it will be based on the amount of total crystals in the battle fund.(the attackers and defenders battle funds are added together) Im sure some will wonder why iv said that. Well, mods dont drop goldboxes :huh:

Yeah, such a supprise. Golds have a 1/7000 chance to drop, and its like a raffle. Each time one crystal is added to battle fund, its like another raffle, and when it happens to be that 1/7000, a goldbox drops. That means that battkes with insanely high battle funds have sometimes 2 or 3 golds while battles under 2k generally dont get any golds.

Note: Anyone who already knows this, you dont need to clarify that. I know many peopl know that, but i generally see people who say "Pls drop gold" "goldbox admin" "gold pls" "/drop gold" "can you pls drop gold"

That annoys the hell out of me...i used to ignore that cause i figured people would know better in higher ranks, but i see people asking!

 

 

 

 

Summerize of turret that either i suggested, or i replyed to someone else whi suggested it and i added stuff.

 

Similar to a big shovel thingy thats on bulldozers. Can flip tanks upsidedown. Whenn you hold down the spacebar, the amount of flipping power goes up until you let go. The charging "shooting" system is almost exactly the same as Shaft. If you tap spacebar, if will lift very quickly like when shaft shoots in arcade mode. The only difference is that you dont need to wait for it to fully recharge before charging up, and you can move around when charging. Damages enemys when ramming them. The aim is to flip the enemy over, and they will self destruct if the fall down a cliff or if theyand flat upsidedown, and the kill will go to the person who flipped/pushed them. The front shovel thing acts like a sheild too, so it is tough to damage it when it is going staight at you witha small hull. Each M upgrade effects its protectiveness, ramming damage, lessens the amount of power needed to flio someone, and other stats. When fully charged, a stock m0 flipper can fully flip a stock mammy m1, and stock m1 can flip stock mammy m2, ect...

 

Note: i added some things to the original ideas i had for it, though most of it is the same

 

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Ah yes I've suggested something very similar to this twice. My idea was not waves but it was instead just continuous assaults.    http://en.tankiforum.com/index.php?showtopic=243954&page=30&do=findComment&comment=5050194

true, and i specifically commenting on that. I also remember this topic was VERY inactive around that time

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I like the idea, but you made it a bit too specific. Here are the...well bad thing about it.

Map:

Randomly generated terrain will never happen. This would lag out the game so much, and whats the point in that? It would also just waste the devs time too. Make one or 2 maps specifically for that gamemode with all the terrain though out, then it would be good.

 

Game Time Limit:

 

Waaay to long.... 1 hour for one round? Thats stupid.... 3-4 min rounds are better. When the battle is created, there is an optiion for the the amount of time each round is. Obviously, the defenders would want them to be short, so the more time each round is, the attackers items are nerfed or are not upgraded as much at the end of each round. A 60 min round would make the attackers items nerfed in every way about 60%. 5 min is the max amount of time for each round, without nerfing attackers, is 5 min.

 

Teams/Difficulty per round:

Attacking team and defending teams should be equal. The attackers have an insane advantage with your specifics....just cause you know whats comeing wont nessisarily mean that you willbe ready for it....Example: (pretend your at ) Say you knowbthat a giant group of Mammy/Vulcans and Isidas are comeing that adds up to 20 tanks...just because you know about them wont make you win. I think that the teams shohld be based on a players stats. High D/L players that do DM alot should not be with many other insane DM players if the other team has low D/L players....I say that each round, the attacking team has their hulls and turrets Micro Upgrades go up by 15 each round, and will continue going up even if it has reached the next M level or has reach m4 until the defenders lose. The attacking team should be slightly smaller than defenders and they can respawn.

 

Equipment:

 

Attackers cannot use Shaft, as that coyld make the rounds extremly u fair and not very fun for either side. Defenders also cannot leave their fort/castle/base if they have a light hull. This is to try and prevent people from camping outside when they should be in the fort with their teamates. Isida should aslo be given an exp boost for healing teamates on defenders team. This is to help people work as a team and not ignore others.

Im also thinking that one of the turrets that was suggested in Ideas and Suggestions months ago should be added to the game, as it would go very well with this gamemode. Ill summarize it in a spoiler at the bottom of this post.

 

Round win/Game loss:

 

The round is won if the Defenders can stay alive for 3 or 4 min, and when the round is over after a win, everyone respawns. When the attackers win, the game is over and the battle restarts.

 

Battle Fund:

 

Each round that defenders win will give them bonus crystals added to the normel fund. The attackers will obviously get more crystals for each kill as the defenders cant respawn so it would be quite unfair and nobody would want to attack. When the attackers win, they get a fairly large bonus to their fund too. The battle fund will be shown at the bottom in the normal spot, exept that it will show the fund for the Defenders and Attackers separatly.

 

GoldBoxes:

 

Goldboxes will drop like normal, and it will be based on the amount of total crystals in the battle fund.(the attackers and defenders battle funds are added together) Im sure some will wonder why iv said that. Well, mods dont drop goldboxes :huh:

Yeah, such a supprise. Golds have a 1/7000 chance to drop, and its like a raffle. Each time one crystal is added to battle fund, its like another raffle, and when it happens to be that 1/7000, a goldbox drops. That means that battkes with insanely high battle funds have sometimes 2 or 3 golds while battles under 2k generally dont get any golds.

Note: Anyone who already knows this, you dont need to clarify that. I know many peopl know that, but i generally see people who say "Pls drop gold" "goldbox admin" "gold pls" "/drop gold" "can you pls drop gold"

That annoys the hell out of me...i used to ignore that cause i figured people would know better in higher ranks, but i see people asking!

 

 

 

 

Summerize of turret that either i suggested, or i replyed to someone else whi suggested it and i added stuff.

 

Similar to a big shovel thingy thats on bulldozers. Can flip tanks upsidedown. Whenn you hold down the spacebar, the amount of flipping power goes up until you let go. The charging "shooting" system is almost exactly the same as Shaft. If you tap spacebar, if will lift very quickly like when shaft shoots in arcade mode. The only difference is that you dont need to wait for it to fully recharge before charging up, and you can move around when charging. Damages enemys when ramming them. The aim is to flip the enemy over, and they will self destruct if the fall down a cliff or if theyand flat upsidedown, and the kill will go to the person who flipped/pushed them. The front shovel thing acts like a sheild too, so it is tough to damage it when it is going staight at you witha small hull. Each M upgrade effects its protectiveness, ramming damage, lessens the amount of power needed to flio someone, and other stats. When fully charged, a stock m0 flipper can fully flip a stock mammy m1, and stock m1 can flip stock mammy m2, ect...

 

Note: i added some things to the original ideas i had for it, though most of it is the same

 

jesus! that's more text then i can write down in one day! :blink:

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true, and i specifically commenting on that. I also remember this topic was VERY inactive around that time

I'm pretty sure we went on for 2 or 3 pages. I think that was the only reason this topic ever got any views. 

 

But back to Gunslinger's idea:

 

Your idea for the map is sound although as said, randomly generated terrain will not be possible. Also, i think the Modification level should be determined by the level of the players when the battle is first set up. 

 

Another thing would be maybe having different numbers of incoming tanks every wave, semi-randomly. A maximum and a minimum can be set and the A.I can have micro-upgrades, protective paints and exclusive equipment available or off. 

Edited by BSG-62
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I'm pretty sure we went on for 2 or 3 pages. I think that was the only reason this topic ever got any views. 

Very true :D

 

But back to Gunslinger's idea:

 

Your idea for the map is sound although as said, randomly generated terrain will not be possible. Also, i think the Modification level should be determined by the level of the players when the battle is first set up. 

 

Another thing would be maybe having different numbers of incoming tanks every wave, semi-randomly. A maximum and a minimum can be set and the A.I can have micro-upgrades, protective paints and exclusive equipment available or off. 

Yeah, A.I. could work, but there really is no way to make a good, fun A.I., as they dont have strategies or tatics other than what they were proggramed for. People will always learn how the A.I. work and exploit that. Maybe theres a corner than the A.I. cant see or something, and they can just sit there and shoot and thw A.I. wont detect them at all. Much of Tanki is also the little tiny things you do in battles, an example would be that you move back and forth so its harder for people to aim at you. The A.I. cant do that, and will be extremly easy to take out unless they are extremly hard. There is no balence between very easy and very hard. Also, A.I. wont be able to use impact force to their advantage or be able to hit things above their vertical angle auto aim, as they cant go back or forwards quickly to raise or lower their the front of their hull. The devs cant waste time on things luke that, and the easiest solution would be to just have players take their place. It would alsobprobebly be much less laggy without A.I.. I used to think haveing A.I. would be fun, but when i think of the smaller details of it i find many flaws that would prevent the funness of a battle, where a player could just take that spot instead and the battle would be much better.

If the devs wanted to add A.I. tanks, i would still like it, but not something that is involved in an entire gamemode. They should make A.I. to fill in empty places in battles though, and this would make the battles that are 7v1 SLIGHTLY more fair. Thats another problem too, where one team is larger by over 3 people, and yet more people are able to join. And actually, the most annying lart about that is that people actually do join battles on larger team when its 7v1!!! It annoys the hell out of me about how people are such jerks in Tanki....

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Some kind of 'siege-mode' would be wonderful. A little labyrinth like base with a flag located in it. Attackers should try to get the flag out of the labyrinth' while... - you guessed it already - defenders try to prevent this.

 

A new gamemode should be a wonderful update sometime soon ;D

 


 

 

 

I'm hoping for an Assault Mode Map with 2 points and 2 flags. It might spice things up and lessen flag sabotage just a bit.

Yeah - Great idea, flag sabotage was quite an issue.. Edited by williew
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Some kind of 'siege-mode' would be wonderful. A little labyrinth like base with a flag located in it. Attackers should try to get the flag out of the labyrinth' while... - you guessed it already - defenders try to prevent this.

 

A new gamemode should be a wonderful update sometime soon ;D

 


 

 

 

Yeah - Great idea, flag sabotage was quite an issue..

 

Exactly.

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There should be a pro battle mode called crystal box mode where only in pro battles they would drop.

uh..no...sorry. that will never happen no matter how many people ask for it. It actually says in the game rules that previous versions of the game with things that are removed from current version will never be re-imp,emented. Not sure if that suggestion is a bit of a loop hole though :P

Alao, there was a reason that devs removed it.....it upsets the game economy, and exploiters/grinders just would get the boxes without gaining much exp, which is the key to success in tanki. Getting crystals faster than gaining exp is how you win tanki, and haveing crystal boxes just allows people to do that and it also ruins team battles a bit cause some people would just try getting boxes instead of helping their team in fighting.

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There should be a pro battle mode called crystal box mode where only in pro battles they would drop.

That will not be implemented. As said above, crystal boxes were removed and they will never, ever come back again. 

 

If an entire mode was dedicated to just getting crystals for the price of the PRO battle pass and whatever else you use, no-one at all would play any other battles. I know I wouldn't.

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A question

 

On the next update can you guys pls do an update, on Pro Battle mode so you can make so you cant se where Gold Box, And suplies will dropp

 

Cuz its more fun when you cant se where the gold dropps like old tanki :)

 

Pls Reply an answer

 

 

Nickname: perjelina

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A question

 

On the next update can you guys pls do an update, on Pro Battle mode so you can make so you cant se where Gold Box, And suplies will dropp

 

Cuz its more fun when you cant se where the gold dropps like old tanki :)

 

Pls Reply an answer

 

 

Nickname: perjelina

Uh...you can already see where gold and supplies drop in the current version......go to Settings, then press Show Supply Drop Zone(or somethin like that)

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Uh...you can already see where gold and supplies drop in the current version......go to Settings, then press Show Supply Drop Zone(or somethin like that)

He want's to switch it off for all in the battle

- Today: even if you go to settings and switch off the "show drop locations", you still see the goldbox locations on the battlefield

- His request: to hide all locations (supplies and goldbox drops) not via an individual setting, but for _all_ tanks participating in his pro-battle

 

ps:

- even if you have supply drop locations not displayed, 80% of all tankers above the leutenand ranks know them by heart. But I think it would be really cool for goldboxes. Although most people will dislike him for this proposal :p

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