Jump to content
EN
Play

Forum

Ideas for Game Modes!


 Share

Recommended Posts

To play as a duo in an effective way, you would have to spawn close to each other.

But it's kind of tricky if your partner dies, you die 15sec later (because you are alone) and right when you die your friend spawns where you just died.. right in the middle of the enemies.

 

I do like the idea, and I think it would be better if you solve the issues that I've listed.

Good luck!

Share this post


Link to post
Share on other sites

To play as a duo in an effective way, you would have to spawn close to each other.

But it's kind of tricky if your partner dies, you die 15sec later (because you are alone) and right when you die your friend spawns where you just died.. right in the middle of the enemies.

 

I do like the idea, and I think it would be better if you solve the issues that I've listed.

Good luck!

You should be able to heal your teammate, by little by little. Health of tanks should be x 5 or x 10

Share this post


Link to post
Share on other sites

 

Problem: TO can only support maps that are under 2 mb. 

Edited by Guest
Kindly don't quote the entire first post.

Share this post


Link to post
Share on other sites

Great idea, I just don't support the fact that it's limited to only one turret and 1 hull. XP/BP combos are pretty much overrated in my opinion too.

Share this post


Link to post
Share on other sites

Gamemode: Apocalypse
 
General idea-

  • Single player gamemode.
  • AI players (Screenshots below).
  • Goal is to by yourself capture 1 enemy flag (or something else, like catalyst), within 5 minutes.
  • Different difficulty levels.
  • higher the difficulty, higher the battle fund.
  • gold boxes do not naturally drop.
  • The quicker the game is completed, the higher the reward.
  • Available for only ranks to only.
  • Killing an AI is 10 pts.
  • Capturing the item in the enemy base is worth 150 pts.

​Screenshots Of Ai Players:

 

sites.google.com/view/ai-to-gallery

 

Ai player stats:

  • Turret does damage based on the level of the player's hull as shown:

​M0 = 750

M1 = 1000

M2 = 1500

M3 = 2000

M4 = 2250

XT M3 = 2500

  • Hull has HP based on the level of the player's turret as shown:

​M0 = 750

M1 = 1000

M2 = 1500

M3 = 2000

M4 = 2250

XT M3 = 2500

Share this post


Link to post
Share on other sites

You should be able to heal your teammate, by little by little. Health of tanks should be x 5 or x 10

If the health of all players is x5 or x10, it's not harder, nor easier. Just a bit more boring maybe.

And the main tactics of DM (kill stealing) will become impossible, as you can't track the health of tanks if they stand 5 times the hits.

 

 

@heal each other

To "heal each other" means you play with an Isida in your mini-team.

 

 

 

but what if...

Actually I think it would be a great thing if you could heal your teammate with _any_ turret, simply by shooting at him. If you hit him, you would heal him with 50% of the damage that you would usually do; while an active DA supply will cut the healing in half.

This would be something new, and would rise completely new tactics and gameplay scenarios.

Share this post


Link to post
Share on other sites

If the health of all players is x5 or x10, it's not harder, nor easier. Just a bit more boring maybe.

And the main tactics of DM (kill stealing) will become impossible, as you can't track the health of tanks if they stand 5 times the hits.

 

 

@heal each other

To "heal each other" means you play with an Isida in your mini-team.

 

 

 

but what if...

Actually I think it would be a great thing if you could heal your teammate with _any_ turret, simply by shooting at him. If you hit him, you would heal him with 50% of the damage that you would usually do; while an active DA supply will cut the healing in half.

This would be something new, and would rise completely new tactics and gameplay scenarios.

Then hulls health should be x2, and they should be able to heal each other, yes, I meant not healing with an isida but with any turret.

However non isidas should heal slower than isida.

Share this post


Link to post
Share on other sites

Fairly simple: Two massive armies of tanks fight it out. This would obviously melt the servers, so the main point of this idea is a solution (IDK how viable this is). The huge map would actually consist of about 10 smaller maps. When you get to the edge of one section, you are transported to the next using the same mechanic as leaving/joining battles. After leaving one section, you respawn at the edge of the adjacent section, possibly with any flags, drugs or damage you had gained in the previous section. (depends on if the servers could take the load of keeping track of all that.)

 

Anyway, Im no tech expert and maybe this idea is a bunch of bull-sugar, but it came to me while I had a really nasty fever today so it must be good :)

  • Like 1

Share this post


Link to post
Share on other sites

 

Topic merged

 

I'm not sure how suitable your solution is. It definitely makes sense, but is it really worth it? I feel like Tanki should just stay in the small 20-player battle format and add new game modes based on that format.

  • Like 1

Share this post


Link to post
Share on other sites

how about making the battle button allocating players to games of their rank or lower it is hard to find games that are not either winning or completely destroyed  rarely is their anything in between  

Share this post


Link to post
Share on other sites

Although, It would've been better if they added HF/WF (Hornet/Wasp Fire), Would be fun and entertaining!
Cause I've seen that many people are requesting this game mode. though, we don't have one they are still trying to create one themselves.

  • Like 1

Share this post


Link to post
Share on other sites

Although, It would've been better if they added HF/WF (Hornet/Wasp Fire), Would be fun and entertaining!

Cause I've seen that many people are requesting this game mode. though, we don't have one they are still trying to create one themselves.

It will never happen, because such Wasp Fire is literally just for grinding EXP and crystals and not actually meaningful gameplay.

Share this post


Link to post
Share on other sites

Onslaught I


This is going to be a special game mode like war was, but a real new one-time mode 


 


     *Goal of new mode* -- If you are on the blue team. Destroy 4 super-heavy, massive railgun emplacements and their ECM site, If you are on the red team, you must Destroy 3 heavy ICBM carriers, and their protectors before they close in and destroy your railguns   


 


*radio message for the blue team*    A surface-to-surface railgun emplacement, has started to function. Its massive destruction power is causing serious damage to our forces. The enemy will be jamming the surrounding facilities on the ground, making it impossible for you to cause damage anything until they are destroyed. The purpose of this mission is to completely destroy these surface-to-surface railguns. *message ends*   


 


*radio message for red team*  The incoming raid party poses no serious threat, apart from powerful missal launchers, if we dont let them destroy our ECM site, they cant damage our railguns, so expect long range fire from the red team, destroy their launchers to silence their task force completely. *message ends*     


 


        


    *How?!?* -- before you can even lay a finger on the railguns, you must destroy  the ECM site in the center, there purpose is to jam the lock on signal of 3 tank-mounted ICBM launchers, the only weapon on the blue team which is able to do significant damage to the railguns belonging to the red team. the launchers can damage the railguns after the ECM site is destroyed,and when they are in range,


(the 3 ICBM launchers will be AI controlled, so players wont mult, and not destroy the railguns)


If you are on red, simply blow those suckers up, along with their escorts (the blue team), and defend your ECM site, because if that is gone, your railguns will become vulnerable


 


*Anything Else That Wants to Kill us?*-- as a matter of fact, yes :D aside from enemy tanks, and massive railguns, the red team has strong stationary smokey turrets, their towers will have 3000 HP (they are AI controlled)  


and will want to destroy the ICBM carriers, which have 10,000 HP each, the blue team will defend their carriers at all costs, so be careful


 


*What about teams?*-- good question, the blue team will be 20 players, (40 in battle total) protecting the ICBM carriers from attack, and trying to take out the ECM site, so they may lock onto


the railgun emplacement, you must also protect them while they open fire. meanwhile, the opposing red team of 20 tanks must destroy the carriers, and drive out the carrier's protectors (which are the players of the blue team, who spawn at the opposite side of the map)


 


*Will the ECM sites be defended?*-- yes, but only by enemy tanks and stationary turrets,the ECM site can


be attacked at anytime, but your ICBM carriers will not attack them, to conserve ammo to destroy the railguns, once the site is destroyed


 


*How do we win/lose?*-- the blue team will win if there launchers successfully destroy all 4 railguns, the red team wins if all 3 ICBM carriers are destroyed. if time runs out (there will be a 20 minute timer) than its a draw, no one wins


 


*Please dont tell me the railguns can shoot us/other info* yes, they can and will fire at you, if they hit you, (they are AI controlled)


its death on impact, (unless you can survive 6000 damage :P) they will not be very accurate


only shooting in a random place in a wide area where your carriers are)


there reload is 25 seconds, but keep in mind there are 4 of them, they have a large blast radius, 


the blue team will receive an after burn effect akin to that of the fire bird if they are anywhere in the blast zone due to the railgun's special thermobaric ammunition, only for 5 seconds however. (the red team can get damaged by them. cause of logic :P)


 


**OTHER INFO**


the map-- its just a very large version of Massacre, the blue team spawns with their ICBM carriers on one side, the


red team's railgun base is on the other with hills and craters in between, its a very large map, 


dependent on your rank, you will either face off against the m1 version of this mode, or , m2, and m3, (M1 is from Warrant Officer 1 - 2nd Lieutenant, M2 is from 1st Lieutenant - Lieutenant General - M3 is from General - Legend)


the ICBM carriers-- they are fast as a Titan M3, they have 10,000 HP and a go-as-the-crow-flies attitude to driving


there reload is 5 seconds, and have limited ammo. and will not re spawn,


they can only attack the railguns once the ECM site is destroyed, and once there close enough.


 


Railgun Fire Alert System- you will also have a mini map on the lower left 


part of your screen, displaying where the carriers are, and your teammates (and enemies)


another usefull feature, you will be alerted when and where a railgun will fire by a 


red circle, displaying the blast zone (your tank will be identified on the map by a cursor, the map will move around you, so if you see a big red circle, MOVE!!) the blue team's carriers will also know this, and try to


get out of the zone before impact, after seeing the alert, you have 5 seconds before impact 


the railguns cannot fire close range (AKA when the blue team's carriers infiltrate the base, and close to the base, the railguns rely on defender tanks and turrets to attempt to stop them). Even if the blue team has stormed into the base, and the carriers are in firing position, the railguns will still fire at the incoming blue team, who are leaving their base to support their launchers (they, got killed, or something, and respawned all the way back at their base, to once more make their way to the red base) the railguns fire reasonably inaccuracy however, but the large blast zone is not to be ignored, 


 


>>Isidas on the blue team CAN heal the ICBM carriers<<


Onslaught II ---> http://en.tankiforum.com/index.php?showtopic=243954&p=6506090


Onslaught III --> http://en.tankiforum.com/index.php?showtopic=243954&p=6508955


Onslaught VI --> http://en.tankiforum.com/index.php?showtopic=243954&p=6589937


 


 


-- THANKS 4 READING -- Cheers  :lol: -Aigaion


Edited by Aigaion
  • Like 5

Share this post


Link to post
Share on other sites

 

GVj1SOT.png

 

Have a brilliant idea for a new game mode? Post it here!

 

Though the developers aren't currently accepting game mode ideas, as they have plenty of their own, feel free to share yours! The more details you have, the better. Images? Sketches? Comparisons? Share it all!

POLICE MODE

THERE SHOULD BE A POLICE MODE WHERE TANKERS CAN HAVE A POLICE TANK AND THE OBJECTIVE IS TO KILL THE OTHER TEAM AS MUCH AS YOU CAN AND GET THE HIGHEST SCORE BY CAPTURING THE ROBBED BANK BACK FROM THE ROBBERS. ALSO THE POLICE SHOULD HAVE POLICE THEMED TANKS WITH DIGITAL POLICE LIGHTS AND ACCESSORIES THAT WE CAN BUY FOR OUR TANKS IN THE GARAGE.

Share this post


Link to post
Share on other sites

 

 

I HAVE NO IDEA WHAT I'M GOING TO CALL THIS 

 

This is going to be a special game mode like war was, but a real new one-time mode 

 

     *Goal of new mode* -- If you are on the blue team. Destroy 4 super-heavy, massive railgun emplacements and their ECM site, If you are on the red team, you must Destroy 3 heavy ICBM carriers, and their protectors before they close in and destroy your railguns                            

 

        

    *How?!?* -- before you can even lay a finger on the railguns, you must destroy  the ECM site in the center, there purpose is to jam the lock on signal of 3 tank-mounted ICBM launchers, the only weapon on the blue team which is able to do significant damage to the railguns belonging to the red team. the launchers can damage the railguns after the ECM site is destroyed,and when they are in range,

(the 3 ICBM launchers will be AI controlled, so players wont mult, and not destroy the railguns)

If you are on red, simply blow those suckers up, along with their escorts (the blue team), and defend your ECM site, because if that is gone, your railguns will become vulnerable

 

*Anything Else That Wants to Kill us?*-- as a matter of fact, yes :D aside from enemy tanks, and massive railguns, the red team has strong stationary smokey turrets, their towers will have 3000 HP (they are AI controlled)  

and will want to destroy the ICBM carriers, which have 10,000 HP each, the blue team will defend their carriers at all costs, so be careful

 

*What about teams?*-- good question, the blue team will be 20 players, (40 in battle total) protecting the ICBM carriers from attack, and trying to take out the ECM site, so they may lock onto

the railgun emplacement, you must also protect them while they open fire. meanwhile, the opposing red team of 20 tanks must destroy the carriers, and drive out the protectors (who spawn at the opposite side of the map)

 

*Will the ECM sites be defended?*-- yes, but only by enemy tanks and stationary turrets,the ECM site can

be attacked at anytime, but your ICBM carriers will not attack them, to conserve ammo to destroy the railguns

 

*How do we win/lose?*-- the blue team will win if there launchers successfully destroy all 4 railguns, the red team wins if all 3 ICBM carriers are destroyed. if time runs out (there will be a 20 minute timer) than its a draw, no one wins

 

*Please dont tell me the railguns can shoot us/other info* yes, they can and will fire at you, if they hit you, (they are AI controlled)

its death on impact, (unless you can survive 5000 damage :P) they will not be very acurite

only shooting in a random place in a wide area where your carriers are)

​there reload is one minute, but keep in mind there are 4 of them, they have a large blast radius, 

​the blue team will receive an after burn effect akin to that of the fire bird if they are anywhere in the blast zone when a railgun's special thermobaric ammunition hits ground only for 5 seconds however. (the red team will not get damaged by them, because they are on their team)

 

**OTHER INFO**

the map-- its just a very large version of Massacre, the blue team spawns on one side, the

red team's railgun base is on the other with hills and craters in between, its a very large map, 

 

the ICBM carriers-- they are fast as a Titan M3, they have 10,000 HP and a go-as-the-crow-flies attitude to driving

​there reload is 30 seconds, and have limited ammo. and will not re spawn,

they can only attack the railguns once the ECM site is destroyed, and once there close enough.

 

Railgun Fire Alert System- you will also have a mini map on the lower left 

part of your screen, displaying where the carriers are, and your teamates

another usefull feature, you will be alerted when a railgun will fire by a 

red circle, displaying the blast zone (your tank will be identified on the map by a cursor, the map will move around you, so if you see a big red circle, MOVE!!) the blue team's carriers will also know this, and try to

get out of the zone before impact, after seeing the alert, you have 5 seconds before impact 

the railguns cannot fire close range (AKA when the blue team's carriers infiltrate the base, and close to the base, the railguns rely on defender tanks and turrets to attempt to stop them). Even if the blue team has stormed into the base, and the carriers are in firing position, the railguns will still fire at the supporting blue team, who are leaving their base to support their launchers (they, got killed, or something, and respawned all the way back at their base, to once more make their way to the red base) the railguns fire reasonably inaccuracy however, but the large blast zone is not to be ignored, the red team cannot be harmed by the railguns, because they are on the same team)

 

>>Isidas on the blue team CAN heal the ICBM carriers<<

 

 

 

-- THANKS 4 READING -- Cheers  :lol: -Aigaion

 

 

WOW! Tanki please make this real! :rolleyes:

  • Like 1

Share this post


Link to post
Share on other sites

ASL needs to be improved.

 

First, in close battles, like when it's 90-90, if I am about to kill a red players, sometimes, he self (if he has Rico, Thunder, Striker or Magnum). And the score stays at 90-90.

 

This should work like TDM. Either a self gives +1 to blue team, like a standard kill. Or it gives -1 to red team.

 

Second, points for capturing a flag. In a 1v1 or 8v8, capturing a flag gives 5 points to the team. In a 3v3, it's a big problem, because you can kill only 3 enemies, but if they capture 2 or 3 flags quickly, reds already have 15 points. So, capturing a flag in a 3v3 should give like 2 or 3 points.

 

Third, the experience for capturing a flag. It's a ridiculous amount, like 10. It's not worth using supplies to capture a fag. Except for the win at the end. But a defender can easily make more experience than a guy who captured 5 flags.

  • Like 1

Share this post


Link to post
Share on other sites

Onslaught II


 


If you are on the Blue team, your goal is to destroy the defenses of a Large Chemical Weapons Laser, and the tower itself, The Red team must slow them down or overpower them enough to hold them back


 


*Radio Message for Blue Team*Our intelligence division is reporting that the enemy has re-activated, and is now fully functioning. We have very little information, but the enemy will be expecting our attack and is likely to have fortified  beyond anything we have seen so far.


All units, prepare to do battle*Message Ends*

 

*Radio Message for Red Team* Protect all parts of the base at all cost, they will head for them one at a time, so there movements will be predictable, but their power cannot be ignored, they will hold nothing back, defend! *Message Ends*

 

Blue Team ObjectivesPlayers spawn at the southeast corner of the map. A chemical weapons laser is located roughly in the center of the map, and will immediately commence firing on the players. The tower will fire its laser at your team directly. So, players are to avoid driving in a sector of the map indicated to be the tower's effective line of fire.

 

Electronic Weapons Guidance jamming facilities consisting of radar bunkers with AI controlled Smokey towers, and The Red Team as their defenses are set up in four locations and all of them are located between your teams' spawn point and the Laser. Your first objective is to destroy all of the jamming facilities to clear the jamming.

 

Next, players must drive to the tower and destroy its power generators and electronic targeting towers. At this point, the Red Team will re-spawn at the laser base instead of the bunkers. Also, the tower will now defend itself by firing at a series of reflective mirrors equipped on trucks and airships to build a network of laser beams on the ground,

 

 

After the generators and the towers are destroyed, your team must destroy the topmost laser port.

(by driving up a series of ramps leading to the top. after the point has been blown up, the main laser cannot fire any longer, just be sure not to get to close! as it can damage you close up once you get to the top port, even if its not aiming for you,)

 

Finally, players must destroy the tower itself by aiming at its bottom and sustain it with heavy fire, destroying it in order to complete the mission. the player who destroyed the laser tower will get 100 crystal bonus and 1k EXP. If your mission is complete, and the tower destroyed, your team will win

 

Red Team Objectives: At first, your whole team will spawn at the jamming bunkers, your one goal is to slow them down, by destroying them, as they only have one spawn point the the south eastern side of the map, so driving back forces them to use precious time as there is a finite amount, if your bunkers are destroyed, you will re-spawn at the Laser base from then on, who ever destroyed the most amount of the Blue Team will revive 1k EXP and a 100 crystal bonus at the end of the match (they can only get that bonus if your team wins). Your team will win if Blue has not destroyed the tower itself within the time limit.

 

Notes: dependent on your rank, you will either face off against the m1 version of this mode, or , m2, and m3, (M1 is from Warrant Officer 1 - 2nd Lieutenant, M2 is from 1st Lieutenant - Lieutenant General - M3 is from General - Legend) there will be a timer for 15 minutes, The map will be much Larger then usual, it will look a lot like a very big version of Massacre, and you will be on a team of 15 players, last of all, the reflection bases that are deployed, cannot be destroyed, but will move around, therefore moving the laser network on the ground, once the topmost point is destroyed, all reflection points will blow up (video game logic remember) the damage of the beam will destroy any light or medium hull on impact, heavy hulls will be destroyed if they stay in the beam any longer than a second, if they manage to escape, they will still be badly damaged

 

-- THANKS 4 READING -- Cheers   :lol: -Aigaion

 

This sires of Game Modes are only available for a week, once a year

 

Onslaught I  ---> http://en.tankiforum.com/index.php?showtopic=243954&p=6497001


Onslaught III ---> http://en.tankiforum.com/index.php?showtopic=243954&p=6508955


Onslaught IV --> http://en.tankiforum.com/index.php?showtopic=243954&p=6589937


Edited by Aigaion
  • Like 2

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...