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Any possibility of having drug free games, able to include the use of mines?  They're not quite the same as the other "drugs"  and could add a little spice to the party.

I hate mines, whenever i attack someone they just put a mine down and its an instakill.

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I hate mines, whenever i attack someone they just put a mine down and its an instakill.

Shrug, i too tend to fall into that trap when following someone.  However they can also be a lot more strategic than that.  Unlike drug addicts popping da, dd, and ds....

 

Aunty

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I have TWO new ideas!! 

 

Anyone remember playing, as a child... Tag? or Hide and go seek? 

 

TANKI TAG-

All players are pitted against eachother... except, killing eachother nets only a little points. The ONE person whom is IT, will stand out during battle, with a no ending boost to ATTK and DEF. So he harder to kill, and will likely kill you faster. If your IT, your objective is to try and KILL any target you reach... Any other tank killing another tank, and they remain regular tank, gaining only little points in battle. If the IT KILLS a target, that target is NOW IT on Respawn! The old IT loses the IT Bonus, and the NEW IT gains the IT bonus! Dbl ATTK and Dbl DEF! 

 

Every IT who Tags a new target to BE IT gains a bigger bonus than a regular killing a regular. However, the Biggest bonus comes from whomever kills the IT. If your IT, and you are KILLED, you remain IT! Though you get the IT bonus for combat, the objective of the game is to NOT be IT! When the timer runs out... a tally of all players in the Tanki Tag game, and how long they were IT compared to how long they played. The player with the LOWEST time as IT compared to how long he played in that game, gets the highest CRY bonus! And the CRY is divided than down each player according to how long they were IT giving more to those IT the fewest, paying the Least bonus to the person IT the longest. Again, the IT time is related to how long he was IT vs how much time he was in the Game. So in a 10 minute game, and somone joins last min, but was IT for 30 sec of that Min was IT for 50% of his time, compared to the guy who was playing for 6 min, and IT for only 2 min, a lot longer than the other 30 sec, but only 33% of his play time... He would get more reward for having less IT time compared to his play time... IF one leaves early, he forfeits any CRY reward! 

 

SECOND... HIDE & GO SEEK (H&GS)! Similar to TAG with a variation! 

When game forms, it initially starts as a DM game, everyone vs everyone, with a capacity of (idk how much really) 30x tanks. Needs atleast 5x tanks to start the H&GS match. When it reaches 5x, that fifth Tank is the IT for H&GS. Before the 5th joining, those other 4 are killing eachother for target practice, or exploring the map, but no kills = points. Once the game resets in H&GS mode, all those currently on map, and if any new joins, all respawn in one Corner together.... everyone... and unable to attk for the H&GS timer (say 10 sec, or whatever). The IT remains in the Circle where everyone spawned for the H&GS counter to time out! Meanwhile every other tank is finding their own hiding spot... some may follow others. Some may stay close to the spawn circle, or the Home Base. Some may be clever, Hide clear on other side of map. None can attk eachother til the timer runs out! Also... for added effect... who ever IT is, that player screen is blurred out entirely with some black spots covering view, and sounds distorted... this gives the added effect from the childhood game of covering your eyes, so you can't see where the other kids...or tanks... go hiding!

 

Once the timer runs out, all hell may break loose!! Everyone will be notified a message on screen saying the classic H&GS line "Ready or not, here I come" as the IT screen clears up, and he free to move... IT seeks out targets!! Regular tanks (those not IT) can kill eachother, but for minimal reward. & with risk of being discovered by the IT. The killed tank will randomly respawn on the map, away from the Home Base... where least crowded. When The IT finds a target, and engages, if he kills a target, they respawn, but the IT continues to hunt! All regulars will try to make it back to Home Base. Some will kill eachother. Some will be Killed by IT. Each Kill they respawn in the play area. The IT continues to HUNT til ALL the regulars made it back to Home Base! Once in homebase, they can not be targeted by eachother, or the IT. Some will be killed on the way, and have to rethink his strategy to make it to Home Base. WHO ever the LAST regular is killed (tagged) by IT once ALL regulars are in homebase... that last one tagged is now the IT, and the game resets. All Tanks restart at the Homebase, with the new IT assigned, and everyone unable to attack eachother for the H&GS timer. In the case the SO called IT chooses to leave the game, he loses any rewards he gained in THAT game... to discourage leaving the game when your IT. In such a case, if the game is in progress while the IT leaves, the game will Auto reset, all rewards distributed according to the timed rules, and who ever than was last Tagged will be the IT. If the assigned IT at the end of battle leaves, than the next up for last one tagged will be assigned the IT. 

 

As new tanks arrive mid battle, they will just spawn randomly anywhere map, away from the HomeBase, and be told what status the game is in; "The IT is on the Hunt" or "Hurry and Hide (countdown)" or "waiting to restart". The objective in H&GS is to remain active as long as possible without getting Tagged. The longer you run around the map avoiding Homebase, the more risky it gets to get tagged (Killed by IT), but you build up a higher Active time, potentially giving you higher reward. If you happen to be the LAST one tagged, than you become the IT when everyone has made it to Home Base. If you are killed by another regular not the IT, you are not Tagged, you just lose your length of active time on map before home base. So regulars will fight eachother to reduce eachother active time, while the IT will continue to hunt for new IT. But once the Regulars decide to enter Home Base, their Active time is registered for that battle, and they wait, watching the show take place. Though they gamble the chance of early check in to Home Base, if everyone else constantly kills eachother while some continue to get tagged before everyone finally makes it to Home base... that one who checked in early might still register with the longest Active time... However, if one hides on the farthest corner of map, thinking he will survive the longest... he has more of risk to get tagged or killed before he makes it to home Base. 

 

Killing the IT during H&GS earn big CRY rewards (Which respawns the IT in mid of map, cuasing everyone to rethink their strategy in reference to homebase), and the IT killing (Tagging) the Regulars will earn the IT medium CRY rewards, as well, any regular killing regular will earn smallest CRY reward (as those will happen often)... but none of these kills count to the winner of game, just respawns them randomly on map, and resets active timers. When each battle is over, and all have made it to Homebase... the tally is created ranking the top player the one with the longest Active time vs his actual play time as a %. Again, anytime someone is killed or tagged, their active time resets at zero... and only logged once they make it to Home Base. The top player gets the 1st place award in CRY, even if it happen to be the IT (if that happens to work out, which it probably won't). Even the lowest Active time will be rewarded, at the lowest amount of CRY. Once it reaches this point, everyone resets at the Home Base circle with the new IT! Same as in TAG, the IT in H&GS also gets the same IT Boost! 

 

 

 

Hopefully I covered all details relating to the ideas of Hide & Go Seek and Tag for Tanki Online! What's everyone think?? Should we? Could we? Bring these Childhood Favorites to Tanki Online? I would like to think so!! I would sure give these a try!!

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I have TWO new ideas!! 

 

Anyone remember playing, as a child... Tag? or Hide and go seek? 

 

TANKI TAG-

All players are pitted against eachother... except, killing eachother nets only a little points. The ONE person whom is IT, will stand out during battle, with a no ending boost to ATTK and DEF. So he harder to kill, and will likely kill you faster. If your IT, your objective is to try and KILL any target you reach... Any other tank killing another tank, and they remain regular tank, gaining only little points in battle. If the IT KILLS a target, that target is NOW IT on Respawn! The old IT loses the IT Bonus, and the NEW IT gains the IT bonus! Dbl ATTK and Dbl DEF! 

 

Every IT who Tags a new target to BE IT gains a bigger bonus than a regular killing a regular. However, the Biggest bonus comes from whomever kills the IT. If your IT, and you are KILLED, you remain IT! Though you get the IT bonus for combat, the objective of the game is to NOT be IT! When the timer runs out... a tally of all players in the Tanki Tag game, and how long they were IT compared to how long they played. The player with the LOWEST time as IT compared to how long he played in that game, gets the highest CRY bonus! And the CRY is divided than down each player according to how long they were IT giving more to those IT the fewest, paying the Least bonus to the person IT the longest. Again, the IT time is related to how long he was IT vs how much time he was in the Game. So in a 10 minute game, and somone joins last min, but was IT for 30 sec of that Min was IT for 50% of his time, compared to the guy who was playing for 6 min, and IT for only 2 min, a lot longer than the other 30 sec, but only 33% of his play time... He would get more reward for having less IT time compared to his play time... IF one leaves early, he forfeits any CRY reward! 

 

SECOND... HIDE & GO SEEK (H&GS)! Similar to TAG with a variation! 

When game forms, it initially starts as a DM game, everyone vs everyone, with a capacity of (idk how much really) 30x tanks. Needs atleast 5x tanks to start the H&GS match. When it reaches 5x, that fifth Tank is the IT for H&GS. Before the 5th joining, those other 4 are killing eachother for target practice, or exploring the map, but no kills = points. Once the game resets in H&GS mode, all those currently on map, and if any new joins, all respawn in one Corner together.... everyone... and unable to attk for the H&GS timer (say 10 sec, or whatever). The IT remains in the Circle where everyone spawned for the H&GS counter to time out! Meanwhile every other tank is finding their own hiding spot... some may follow others. Some may stay close to the spawn circle, or the Home Base. Some may be clever, Hide clear on other side of map. None can attk eachother til the timer runs out! Also... for added effect... who ever IT is, that player screen is blurred out entirely with some black spots covering view, and sounds distorted... this gives the added effect from the childhood game of covering your eyes, so you can't see where the other kids...or tanks... go hiding!

 

Once the timer runs out, all hell may break loose!! Everyone will be notified a message on screen saying the classic H&GS line "Ready or not, here I come" as the IT screen clears up, and he free to move... IT seeks out targets!! Regular tanks (those not IT) can kill eachother, but for minimal reward. & with risk of being discovered by the IT. The killed tank will randomly respawn on the map, away from the Home Base... where least crowded. When The IT finds a target, and engages, if he kills a target, they respawn, but the IT continues to hunt! All regulars will try to make it back to Home Base. Some will kill eachother. Some will be Killed by IT. Each Kill they respawn in the play area. The IT continues to HUNT til ALL the regulars made it back to Home Base! Once in homebase, they can not be targeted by eachother, or the IT. Some will be killed on the way, and have to rethink his strategy to make it to Home Base. WHO ever the LAST regular is killed (tagged) by IT once ALL regulars are in homebase... that last one tagged is now the IT, and the game resets. All Tanks restart at the Homebase, with the new IT assigned, and everyone unable to attack eachother for the H&GS timer. In the case the SO called IT chooses to leave the game, he loses any rewards he gained in THAT game... to discourage leaving the game when your IT. In such a case, if the game is in progress while the IT leaves, the game will Auto reset, all rewards distributed according to the timed rules, and who ever than was last Tagged will be the IT. If the assigned IT at the end of battle leaves, than the next up for last one tagged will be assigned the IT. 

 

As new tanks arrive mid battle, they will just spawn randomly anywhere map, away from the HomeBase, and be told what status the game is in; "The IT is on the Hunt" or "Hurry and Hide (countdown)" or "waiting to restart". The objective in H&GS is to remain active as long as possible without getting Tagged. The longer you run around the map avoiding Homebase, the more risky it gets to get tagged (Killed by IT), but you build up a higher Active time, potentially giving you higher reward. If you happen to be the LAST one tagged, than you become the IT when everyone has made it to Home Base. If you are killed by another regular not the IT, you are not Tagged, you just lose your length of active time on map before home base. So regulars will fight eachother to reduce eachother active time, while the IT will continue to hunt for new IT. But once the Regulars decide to enter Home Base, their Active time is registered for that battle, and they wait, watching the show take place. Though they gamble the chance of early check in to Home Base, if everyone else constantly kills eachother while some continue to get tagged before everyone finally makes it to Home base... that one who checked in early might still register with the longest Active time... However, if one hides on the farthest corner of map, thinking he will survive the longest... he has more of risk to get tagged or killed before he makes it to home Base. 

 

Killing the IT during H&GS earn big CRY rewards (Which respawns the IT in mid of map, cuasing everyone to rethink their strategy in reference to homebase), and the IT killing (Tagging) the Regulars will earn the IT medium CRY rewards, as well, any regular killing regular will earn smallest CRY reward (as those will happen often)... but none of these kills count to the winner of game, just respawns them randomly on map, and resets active timers. When each battle is over, and all have made it to Homebase... the tally is created ranking the top player the one with the longest Active time vs his actual play time as a %. Again, anytime someone is killed or tagged, their active time resets at zero... and only logged once they make it to Home Base. The top player gets the 1st place award in CRY, even if it happen to be the IT (if that happens to work out, which it probably won't). Even the lowest Active time will be rewarded, at the lowest amount of CRY. Once it reaches this point, everyone resets at the Home Base circle with the new IT! Same as in TAG, the IT in H&GS also gets the same IT Boost! 

 

 

 

Hopefully I covered all details relating to the ideas of Hide & Go Seek and Tag for Tanki Online! What's everyone think?? Should we? Could we? Bring these Childhood Favorites to Tanki Online? I would like to think so!! I would sure give these a try!!

nobody will read all that,sorry.

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nobody will read all that,sorry.

than... you'll miss out!! Someone designing the game will read it!! 

Simple ideas might not fly so well! 

If I said... 

Tanki Tag! One tank IT, his kills are tags, everyone else kill eachother as well! Would you understand it all?? NO! Much more goes into it... needs much more detail. I paint a bigger picture with greater detail! So read it to be better informed. Or don't! Developers will though! 

Marry Christmas!! 

Edited by DmanBattleMaster

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I don't like Maze Runner or Obstacle Course but Treasure Hunt and Bounty Hunter are great ideas with a lot of potential.

 

First I'd like to say that my reason for dismissing your first two ideas is that that Maze Runner would involve creating new maps (mazes) and with Maze Runner and Obstacle Course certain hulls and turrets would be obsolete and the idea of a TT (Time Trial) on Tanki doesn't mesh with existing modes.

 

That said, your other ideas are very interesting and i think would have wide appeal.

 

I would see Treasure Hunt working where each team has a team cache at their base and they go around the map searching for the X. Once a player finds the X they press the F button and retrieve the item (let's call it gold bullion). They then have to return it to the team cache, once it's in the cache they receive a value for the team. Players that recover "treasure" would have a golden glow around them, distinguishing them from other tankers. Enemy tankers can steal the gold by killing and collecting (as with CTF). The team with the highest value at the end of the battle wins.

 

As for the Bounty Hunter, I would like to see it working another way, where EVERY player in the game is a Bounty Hunter and each player is simply worth a bounty based on RANK. So every time you get a kill you earn the bounty from the player killed. At the end the winner is the person who has collected the most. Strategically players would need to decide do they try to kill off lower ranked players, which may be easier or do they target higher ranked players for a bigger piece of the pie or do they just try and kill everyone and hope for the best? Now rank does not mean that you have the best tank but as a general rule it would work for this game mode and perhaps encourage players to invest in their tank. It would also put a bit of (well-deserved) pressure on higher-ranked players.

 

 

 

 

Better Idea for BH; instead of using rank of tank as value for everyone bounty... create a Bounty Value specific for this game. Everyone starts with One upon each spawn. Split into teams. (Or I suppose same rules could apply in a DM style BH) With everyone at One, you try and kill first target you see. Dead tank drops his 1 point Bounty, and their is an ORB like #1 on the ground where tank died. ANYONE can pick up the Orb! That tank who picks up the Orb, or the Bounty, gains that Bounty Point. Assuming he had One starting out, as all do, now he Has two. Won't take long before Tanks gain Bounties. Now those with 2, 3 Bounty points are worth more... when a Tank kills em, that Bounty value is sitting on the ground. ANYONE picks it up, gains that bounty! Teammate, or enemy! Suddenly Bounty points are growing fast! If your killed in a battle, hope your team mates pick up your bounty! This atleast keeps the score for your team! 

Bounty points will be hunted extremely fast by end of game! However, no matter how much Bounty a tank loses when killed, that tanks respawns with only One point. So he may not be much of a target for those with high bounties, but those other tanks that respawned may still come after you. Throughout the game, once the bounties grow, you'll have those with High bounties on their head, and those with low bounties! Each kill will bring one more bounty point on the map, as each new spawn adds a new point, creating more Bounty growth. This will also create a high need for those Isida's! Medics galore keeping tanks alive saving their bounty! 

 

Conclusion of game? A timer would be most likely the game control method, though developers could also put a Bounty Goal... but how high would this Goal need be set. Bounty Points will grow fast! So if goal not very high, for Team Bounty Hunter, than those games would end faster than expected. So... lets say a Timer, for purpose of writing this up anyway. As the Bounty Points grow for both Teams... as teammates are saving their own teams bounty, or taking from the other... total tally of all the Bounty Points will be tracked. End of game, when that timer goes off, the Team with the highest amount of Bounty Points total wins the game! For the Game... No matter win or loss, all tanks with any bounty will gain CRY according to the Bounty they currently have! So if you gain a High Bounty on your head... don't lose it! The Bounty say pays out so much CRY PER Bounty Point to the player with the Bounty! However, extra bonus, the Winning Team in Bounty Hunter gains extra CRY, 100 or so, paid to each player on the team no matter how they contributed to the Bounty Hunting. So those with high bounties will gain the Team Bounty Hunter Winning reward, as well how much he gains for the Bounty on his head! 

 

 

Edit= possible alts...

however... in this game mode, to keep fair... Anyone leaving the game early forfeits his bounty.He does not get his Bounty Reward! BUT someone will... If your already in the game, even if you just have one Bounty Point, and you leave early, that bounty point falls right where you were as you left the game, as if you were killed there, but instead of coming back in a Respawn... you don't! So the Bounty will sit til someone finds it, picks it up for their team. 

 

Another alt...  timer for all Bounty points ssitting on ground... how long they last? 10 Seconds? 20 seconds? Maybe depends on Bounty Point Value... the higher the value the longer it lasts? If someone doesn't pick up the Bounty point in time, and it runs out... Poooofff! Gone! Lost! NO one gains it! The Developers can decide upon this! 

Edited by DmanBattleMaster

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Friendly fire might be an interesting option for Pro Battles....if you kill one of your own team, you lose one (maybe two) of your previous kills...or maybe you blow up as the teammate you just shot bows up.

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CTF mode, whoever reaches a certain amount of flags ( can't be more than 15 ) the team that does not get 15 flags before the other leaves, meanwhile, the mode quickly changes to a Last Man Standing/FFA , rather, only a certain amount of people will get the fund ( fund will be split up ), for a certain total size of the team, for example, if the team who is left in the game has 10 people, only 3 people will get the fund, they will have to stay alive though, and for the hiding, if a tank is not seen for more than about 2-3 minutes, then they will be disqualified , this way all the mults who go afk for a whole damn 5 minutes won't get anything

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i think freeze tag would be fun. the game would randomly pick a tagger. to freeze players the tagger must shoot them. to unfreeze players someone must shoot the frozen player until he/she thaws :)

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New game mode: ''cranked''

Once you kill someone you have 30 seconds to kill someone else, if you fail to get another kill before 30 seconds is up you self destruct. If you do manage to get a kill then the 30 seconds restart. The 30 seconds will keep restarting with each kill.

Once you die you have to get one kill before the count down starts again.

This battle mode can be used for all game modes, e.g. CTF, TDM, DM, CP, etc.

This game mode will stop people from camping.

Also this game mode is only available in PRO battle.

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CTF mode, whoever reaches a certain amount of flags ( can't be more than 15 ) the team that does not get 15 flags before the other leaves, meanwhile, the mode quickly changes to a Last Man Standing/FFA , rather, only a certain amount of people will get the fund ( fund will be split up ), for a certain total size of the team, for example, if the team who is left in the game has 10 people, only 3 people will get the fund, they will have to stay alive though, and for the hiding, if a tank is not seen for more than about 2-3 minutes, then they will be disqualified , this way all the mults who go afk for a whole damn 5 minutes won't get anything

 

Don't we already have a CTF mode? Yes!! We Do!! This just complicates it! 

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Tanki Online Tactical Siege;

Anyone Play Plants vs Zombies?? Different, sorta! It's a 3rd person shooter and tower defense game, like Tanki... except your a select plant or zombie, not a select tank. 

 

They have LOTS of Play modes on the game you can choose from. One I liked, they don't have on TankiO, though I can see it may be a difficult developement! On PvZ, it's called Gardens Vs Graveyards. 

 

To explain PvZ GvG warfare;

Both teams try defending a series of progressively placed CP's, in a series. Unlike Tanki, where you take ANY on the map your on, on PvZ G&G they have to be taken in a series of order, though the Plants start with the Control of all CP's, and the Zombie side has to press on and fight to take from the Plants. 

 

I suggest, for Tanki Online, call it Tactical Siege mode.

On this alteration from PvZ, both sides start with no CP... say a total of 5x on map, in a series... 1 - 2 - 3 - 4 - 5... Blue starts beyond the 1, and the Red starts beyond the 5. Either will both capture the CP closest to them, Blue taking 1 while Red taking 5. Neither team can take any other, until the CP closest to that is already captured. Blue can not take 2-5 without first taking 1. Once Blue captures 1, it's able to grab 2, but not able to grab 3-5 until it has 2. Same for Red, in reverse. They will first grab 5, but can not grab 4-1 til 5 is captured. Once Red has 5, it can than take 4, but not 3-1, til after it has 4. Eventually, as all 5 start out Neutral, both teams will eventually have, hopefully, 2, possibly 3. By than, Tanks will be fighting for that #3. Who ever takes that #3, can press on the other direction, and take the next opposing CP. If Blue has 1 - 2 - 3, and Red only has 4 - 5, than Blue is now trying to take 4, while Red is defending it. Same time, Red can try and take #3 back, but can NOT try taking #2 until #3 is Red. If Blue manages to capture #4, than Red can no longer take #3, until it takes back #4, however, now left with defending #5 only left. 

 

For either side, the game could last... say 30 min. However, within that time frame, should either team Capture all 5x CP's in the series, the game is over, Victory going to the dominant side. If Locked up, and neither has captured all 5 CP's in time, than who ever is farthest along capturing CP's wins' the game. Hense why there should be 5 CP's, or any odd  amount. Maybe larger maps could have more CP's abound to it for more time to conquer. 

 

Idea for tactics... when game is pending to start... have some of your fastest Tanks race to other side of map, hoping to stop them from taking their first CP. If Blue is taking it's #1 while some blue tanks made it over to #5 before Red does, even though Blue can't take #5 without having 4, those blue can cause trouble for those red trying to take #5. If it takes that much longer to get their first, they'll have hard time trying to gain their advantage to fight for the other CP's... which leaves to a point... both sides could try and race some tanks to other side to slow them down, hense the difficulty of the battle while trying to maintain control of specific CP's in a series! 

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All in

------

-battle is PRO only

-battles last 5 mins

-when the time limit ends,a fund box,I would call it,would fall

-it would be just like goldbox,but it would contain the amount of crys that were in the buttle fund when the time limit ended

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KING of the Hill!!

Take control of the Hill, and own it! If you own it the longest at the end of the game, You win a KING'S prize!

Basically a CP game, with only ONE CP in the Center of the map. Can only be played as a DM, no teams. 

Unlike typical CP, the KoTH, game records and compares to the second, how much time each player spends "controlling the Hill".

At the end of the game, when the time runs out, the game tallies up all the "time" each player spent controlling the Hill. The player with the Most Time controlling the Hill at the end, is deemed "The King of the Hill." 

 

The Hill will be a CP spot somewhere in middle of map, with short range. Will be programmed to Only connect with ONE player at a time. When NO one is controlling The Hill, the first person to pull in and have a connection with The Hill, has Control of The Hill. Anyone coming in after, even though close enough to connect with the CP, does not have connection, as the Hill is already have someone in control. So, obviously, for someone to take control of The Hill, one must kill the one who is currently in control of The Hill. If it's just one other trying to take control of the Hill, when the current controller is killed, the other Tank immediately takes the Hill, and starts counting towards his KoTH time. 

 

However, if two or more tanks are within the Hill range same time after the current person in Control of the Hill has died, No one takes control of the hill, Until only One is Left within the Hill for 5 seconds without anyone else, and than takes Control of the Hill, counting towards his KoTH Time, considering the 5 seconds as well. Anyone first taking the Hill once it's neutral, even taking it from someone else, must hold it for 5 seconds without interruption, before taking control. 

 

Further... Just outside the range of The Hill, add 1-2 Supply boxes of Attack and Defense, and maybe Mines and Repairs, around the Hill. The supply boxes could be for anyone approaching to fight for The Hill, as well as the one on The Hill. However, as I said... the supply drops would be JUST outside the range of the Hill, so who ever is King of The Hill, may have to risk losing the control for a second or two, just to resupply from the boxes, risking someone else swooping in before the current guy manages to regain with 5 more seconds to continue as King of the Hill. 

 

Editing for Alt.

Alteration, although I stated no teams... I had an idea that COULD include teams! 

Still only ONE can be in control of the Hill! Still awards the player King of The Hill for whomever has the Highest control time, but who ever that player is, awards his team the Winning team. So strategy might not be trying to develop and build your own time in control if another teammate already has control for awhile, for you could take the time away needed for that teammember to develop more time than the highest on the other team! Also, if more than One inside the Hill on one team, neither player will gain Control, until ONLY one holds control for 5 seconds. So even though Team King of The Hill, it could be interesting if fellow team members push each other out trying to claim King of The Hill, while fighting each other, the opposing team shows up, none of you gained control, so none of your team started the time for your team, and the other team moves in killing you all, and one of them gains control... would make for plenty of Dramatic fights to take place! 

 

Also, I needed to cover Respawns, I thought an idea needed to be posted. Many tanks will meet eachother various locations around map away from the Hill, and many will likely fight before ever reaching the Hill... as well as the unimaginable group fights on the Hill, their will be MANY respawning on the map! To make it fair, for a KoTH game... all Respawns should be anywhere on EDGE of map, where the Hill is in the Middle, so nearly equal distance in circle from edges of map, to respawn, and random across all 4 sides... so no particular side of map concerning teams, creating the chances of drama from respawning, before reaching the Hill! 

Edited by DmanBattleMaster
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have an idea for a new game mode similar to control point, but i will name the game mode Survival mode.

It has different rules for different duration battles (15,30,60 min battles)

Rules for 15 min battle :-

                                         Every map will contain only 1 control point, no matter how large the map is.There will be 3 rounds in 15 min battles,each of 5 min.The  mission for players will be to capture the point but if they are destroyed they can not respawn.It means that the players will have one life to capture the point.They will respawn in the next round(5 min).The team which wins most rounds out of 3 rounds will win the game.

Rules for 30 min battle:-

                                      Same as in 15 min battle,every map will have only 1 control point.Players will have to capture the point.In 30 min battle,there will also be 3 rounds but each of 10 min(remember each round is of 5 min in 15 min battle).Only one life in one round in 15 min battle,but in 30 min,players will have 2 life.

Rules for 60 min battle:-

                                      Only one point in each map,remember..... :P and players will have to capture the point.There will be 3 rounds also in 60 min battle but each of 20 min and yes,players will have 3 life.

Answers to some questions:-

Q:-What about pro battles?What will be the system about this game mode in pro battle?

Ans:-You can create a pro battle of this game mode.First select number of players,next is to set time.You can select any time but only if the time you choose makes odd number of rounds.Next is numbers of life in one round.Create battle and play!!!

Q:-What about battle funds?Wont they will be less?

Ans:-Capturing the point will add a lot of crystals in battle fund and more crystals in battle fund of destroying tank instead  as in other game modes.This might help.

Q:-What if some one destroys?Until the end of time,what will he do?

Ans:-If some one destroys,he will see the control point from a position set as random.But my suggestion is spectator mode,it is best as it will help the destroyed tanker to help the teammates.

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Dominator

 

There will be one "Super Tank" that is significantly better than the other tanks at the start of each round. Every player will be trying to destroy him/her/it and the player that deals the most damage to the tank when it is destroyed will become the next Dominator. The player who deals the most damage becomes the highest on the leaderboard and so on. There will be this super mathy formula that calculates how long the Dominator lasts and kind of mix that with the other players who deal damage to the Dominator. It will be kind of complicated but it will be worth it in the end.

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First i wanna say this idea is from my other account and i want to explain it more so people will understand this perfect idea that has 0 disadvantages. 

main idea and more detail and changes developers can do to my idea bellow. 

>>>>>>>>>>>>>>>>>>>>>

this system is a ranking system,not like ranking our tank but ranking our skills.

this is 1v1 tournament that once you join you decide if you want to 1v1 someone with more rating points than you,less than you ,or same amount .(unless this system comes to game where you join random person in 1v1 in the system)

 

maps

 

 

once joining the rating system you can choose between 3 maps:

1:sandbox 

2:zone 

3:garder 

 

i think there should be separate ratings for each map because there's some good at sandbox some at zone and some at garder.

 

 

 

timer 

 

 

each game will be 12 minutes long to avoid campers and 6 flags long

 

each match of 1v1 you win you get rating points-rating=how good you are in the rating system.

if you choose to battle someone with more points than you and you beat him you get 15 points but if you lose you only lose 5 points. 

 

if you choose to battle someone with same amount of rating points as you and you win,you get 10 points and if you lose you lose 10 points. 

 

if you chose to 1v1 someone with less points than you and you win--you only get 5 points,if you lose then you lose 15 points. 

 

once this comes into game everyone starts with 0 rating points and can start 1v1'ing tankers.

the top 100 with most rating points will be on top 100 list. 

 

before each 1v1 match they'll be 1 minute preparation.

when you join the system you will play against someone online at the exact same time and might have to wait till there's an enemy and won't go into battle until on screen it shows that your enemy has been chosen.

 

 

 

advantages:

 

 

1:Players can see how good they are compared to others.

2:Having fun playing against players with same amount of rating points and facing serious pros with high ratings.

3:All 1v1's will get to be more serious and played more.

4:Learning new skills from better players than you.

5:Knowing how good/bad your opponent is going to be is a huge advantage.

6:finally you can show your skill to everyone

 

 

 

changes that can be done: 

 

 

1:instead of 10 points for normal match developers can make it more or make the ones facing low tankers with low rank points lose more points.

2:upon joining the system developers can force you to join and face random player which might have less points than you ,more or same.

3:more/less maps options

4:more/less time option//flags.

 

 

 

disadvantages:these are in all 1v1's so...

 

 

 

1:campers-try to avoid campers.

2:you might lose.

3:you might lose again;

4:find out you are actually a noob and want to quit the game forever

5:you quit,and tanki comes to your house and begs for money. 

6:you don't give them money. 

7:developers close the game 

 

 

 

I hope all who read this enjoyed the idea.

thanks for your time! 

5258a06704024a06b3f4f630307c7b8f.png :rolleyes:  :rolleyes: 

Edited by yonatanthesuper

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First i wanna say this idea is from my other account and i want to explain it more so people will understand this perfect idea that has 0 disadvantages. 

main idea and more detail and changes developers can do to my idea bellow. 

>>>>>>>>>>>>>>>>>>>>>

this system is a ranking system,not like ranking our tank but ranking our skills.

this is 1v1 tournament that once you join you decide if you want to 1v1 someone with more rating points than you,less than you ,or same amount .(unless this system comes to game where you join random person in 1v1 in the system)

 

maps

 

 

once joining the rating system you can choose between 3 maps:

1:sandbox 

2:zone 

3:garder 

 

i think there should be separate ratings for each map because there's some good at sandbox some at zone and some at garder.

 

 

 

timer 

 

 

each game will be 12 minutes long to avoid campers and 6 flags long

 

each match of 1v1 you win you get rating points-rating=how good you are in the rating system.

if you choose to battle someone with more points than you and you beat him you get 15 points but if you lose you only lose 5 points. 

 

if you choose to battle someone with same amount of rating points as you and you win,you get 10 points and if you lose you lose 10 points. 

 

if you chose to 1v1 someone with less points than you and you win--you only get 5 points,if you lose then you lose 15 points. 

 

once this comes into game everyone starts with 0 rating points and can start 1v1'ing tankers.

the top 100 with most rating points will be on top 100 list. 

 

before each 1v1 match they'll be 1 minute preparation.

when you join the system you will play against someone online at the exact same time and might have to wait till there's an enemy and won't go into battle until on screen it shows that your enemy has been chosen.

 

 

 

advantages:

 

 

1:Players can see how good they are compared to others.

2:Having fun playing against players with same amount of rating points and facing serious pros with high ratings.

3:All 1v1's will get to be more serious and played more.

4:Learning new skills from better players than you.

5:Knowing how good/bad your opponent is going to be is a huge advantage.

6:finally you can show your skill to everyone

 

 

 

changes that can be done: 

 

 

1:instead of 10 points for normal match developers can make it more or make the ones facing low tankers with low rank points lose more points.

2:upon joining the system developers can force you to join and face random player which might have less points than you ,more or same.

3:more/less maps options

4:more/less time option//flags.

 

 

 

disadvantages:these are in all 1v1's so...

 

 

 

1:campers-try to avoid campers.

2:you might lose.

3:you might lose again;

4:find out you are actually a noob and want to quit the game forever

5:you quit,and tanki comes to your house and begs for money. 

6:you don't give them money. 

7:developers close the game 

 

 

 

I hope all who read this enjoyed the idea.

thanks for your time! 

5258a06704024a06b3f4f630307c7b8f.png :rolleyes:  :rolleyes: 

I ..... don't know about this entirely!!

Yes, I think they need a Rating system. Maybe similar to Chess rating. The higher rating your opponent is when you defeat them, the more rating points you get, but if your the higher rating and lose to a lower rating, you lose more points. If your equally matched, you lose a even balance of points. 

 

Ever play Chess on Chess.com?? There, they allow you to pair with specific opponents within a range of rating... so whatever your rating is, your opponent will be +200 or -200 points... and you can customize it. -500 points less than you so you'll likely face more weaker opponents, but you just won't gain your rating points very fast if your defeating all lower rating players all the time. Or put in -200 but +500 so you get more higher rating tankis, always getting a challenge. Or even it with a wider spread, -500 +500... rating compared to your own. 

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Breaks - these are an incresing nuisance:

  1. Over Xmas period the amount of players has significantly increased, who join a battle, but do nothing. That is no team-spirit and poor attitude and behaviour. They are not just inactive for a moment, but for very long time. All those playing, are seriously disadvantaged. Therefore, there should be no breaks at all, except that a player clicks Garage for changing equipment.
  2. As breaks are reduced to two minutes now:
    Those not wanting to play, place their tank at a not spotted place and remain inactive there. Result is the same as by 1.)
  3. Two minute breaks: They provide some better protection against players stated in 1.) and 2.). However, reduced timing is not aligned with the extremely poor upload capacity servers notoriously have. Many players report the same issue. They are not uploaded within 2 minutes - the break time - and removed 'due to inactivity'. You never had any chance to be active. Each time, that costs a tank as loss, at least, when you re-enter. Personally I lost >50 tanks in just the last three weeks for that reason.

Hence, breaks should be totally removed from all game modes. If you want or need a break, you have to leave the battle.

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Breaks - these are an incresing nuisance:

  1. Over Xmas period the amount of players has significantly increased, who join a battle, but do nothing. That is no team-spirit and poor attitude and behaviour. They are not just inactive for a moment, but for very long time. All those playing, are seriously disadvantaged. Therefore, there should be no breaks at all, except that a player clicks Garage for changing equipment.
  2. As breaks are reduced to two minutes now:

    Those not wanting to play, place their tank at a not spotted place and remain inactive there. Result is the same as by 1.)

  3. Two minute breaks: They provide some better protection against players stated in 1.) and 2.). However, reduced timing is not aligned with the extremely poor upload capacity servers notoriously have. Many players report the same issue. They are not uploaded within 2 minutes - the break time - and removed 'due to inactivity'. You never had any chance to be active. Each time, that costs a tank as loss, at least, when you re-enter. Personally I lost >50 tanks in just the last three weeks for that reason.

Hence, breaks should be totally removed from all game modes. If you want or need a break, you have to leave the battle.

I agree with this 99%, except for the removal of all breaks. I believe that there should be a certain amount of two minute breaks depending on the battle length. If one is playing a 15 minute battle, they do not get any breaks. If one is playing a 30 minute battle, they are allowed one two minute break. If one is playing a 60 minute battle, they are allowed two two minute breaks, and so on. Everyone needs the use the restroom every now and then, so this adjusts to that. According to your idea, if somebody is playing a 999 minute battle and there are 3 minutes left and you need to use the restroom, you can't leave the battle for 2 minutes to use the restroom and you loose all of the crystals you earned.

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Hello, I may have a new game mode idea ...

Sound Name: Attack

The principle: A target will be placed at a random place on the map, and the goal will be to inflict the most damage on the target!

 

Note: This is a team mode.

The target will be passive.

The damage of each team to the target will be displayed at the same time as to display the scores on the other modes {bottom right).

The target will be a tank in ruins but there will be no changes in appearance during the battle of the target if it absorbs a certain number of damage.

The target will not move.

----------------------------------------------

The damage limit will be:

- 15 minutes: 30,000

- 30 minutes: 60,000

- 60 minutes: 100,000

----------------------------------------------

There may be changes in the current mode of acceptance by the development team.

 

Thank you for receiving a prompt reply if possible.

 

Thank you for reading this topic.

Edited by Blast49

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