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BATTLE ROYLAE MODE

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Hello everyone I have a awesome new idea for tanki online

battle royale mode

20 players

a border called the dust which destroys your tank after 1 minute and takes life away

you start off with a m0 smoky and a m0 hunter

loot boxes can be different hulls and turrets which you can equip

E.g. railgun m3

obviously there must be supply boxes

a newer massive map??

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New mode in which there are Roles:

Attacker / Support / Tank etc...
Once you join the map, you'll have to click on a role and the combo (e.g Support : Isida Wasp) and the battle begins.

As for the paint used, it's the player's choice

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13 hours ago, aqwzsxedc said:

New mode in which there are Roles:

Attacker / Support / Tank etc...
Once you join the map, you'll have to click on a role and the combo (e.g Support : Isida Wasp) and the battle begins.

As for the paint used, it's the player's choice

Attacker: Mammoth Freeze

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Maps like highways and massacre, just provide too much cover for it while maps like sand box and forest provide very little (especially in a heavy onslaught).

 

First I'd like to add maps that are more suitable in the form of death track, lost temple, and skylark, and maps that could work and even use some adjustments in the form of Rio and silence and Brest.

 

Basically all the maps that juggernaut is featured in need to be reworked.

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Hello,

After reading Arcade Format Battles [ARC] I was like ''...... hmm'' but The way I see Arcade battles isn't there.

Arcade battles can be fun battles separate from Main battle categories!

Note: Arcade mode = For fun! I think they shouldn't give crystals reward only xp but less. I leave that thing up to TO Team.
Different Arcade mode happen every day so players don't get bored! There will be Arcade Pass for few crystals (Cheapest pass) so everyone can have fun.
There will be a clown paint tank on pass because that what Arcade mode stands for.

Battles:
(Battle name: Description)


Crazy Overdrive: In this battle overdrive loads +500% faster. This will be fun because overdrive loads so fast making the battle crazy and fun!

Lightning & Thunder: In this battle Every player equipment will Fully upgrade Wasp + Thunder. No matter whatever you rank/garage equipment is when you join the Arcade battle game give you Wasp + Thunder just for this mode After battle ends and you leave, you will have the same gear.

Mine Hunt (in game): 3 rounds battle. You spawn mines spawn Screen says 3,2,1,go. You hunt mines after all mines are found everyone dies and respawn and mines respawn at different location and same thing happen. After 3 rounds battles ends and kicks all the player.

XXXXXX: I'm not sure what to call this battle but what happens is everytime you die if gives you random turret and hull from your garage. It can be normal Random TDM/CTF etc but everytime you die you spawn with different equipment which can be anything you ever purchased!

XXXXXX: I don't know what to call this one but It is a random random mode battle but everyone have same equipment.


Thank you.

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Sounds like something that could be added during celebrations in the form of limited time modes. We already get similar things with special holiday maps, which have things like increased gold rates, huge amounts of nuclear supply drops, solo juggernaut, DM mode, etc.

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Many people have mistaken my suggestion as one for arcade battles; but no, my suggestion was for a particular Format battle (like XP/BP) that suits mid-range turrets, that I named Arcade. So, this isn't an "improved suggestion" but an idea about a different game mode.

P.S. Would love to see the Crazy Overdrive battles, where everyone's going to be continuously stuck like glue due to Hunter ODs. XD

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10 hours ago, Given said:

 

The battle will be annoying for sure. At one moment you are victim of Hunter, the other moment wasp place nuclear bomb near you. You will be like ''When will I get a chance to use my OD''

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On 3/5/2020 at 6:39 PM, Adnan34u said:

The battle will be annoying for sure. At one moment you are victim of Hunter, the other moment wasp place nuclear bomb near you. You will be like ''When will I get a chance to use my OD''

this is also true, but u can be the said wasp or hunter, why not?

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3 hours ago, siddhu100 said:

this is also true, but u can be the said wasp or hunter, why not?

Viking players will be annoying as well.
All the overdrives activating after every few seconds by* different players... The battle will be annoying which is part of the fun.
I'm not saying being annoying or getting annoying is fun.

Overdrives 500% will make the battle colorful because they will reload so fast and using them and you get destroyed... If a lot of wasps in the battle nukes will be everywhere in the map... The battle will be cool for spectators as well, Idk what to say... so cool, so annoying but fun at same time... idk there is just something I can't explain about the feeling when I think about how the battle will look like

Edited by Adnan34u

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Hi folks,

Many players enjoy playing certain modes because it reminds them of when they played it in real life; however, others are unrealistic and are there solely for your imagination. Tanki developers may have intended that Rugby Mode should be similar to real Rugby just with tanks. They even made a passing feature that doesn’t exist in other modes like CTF and ASL. However, this feature is very superficial. It doesn’t have too much aiming, it won’t go too far, doesn’t connect to teammates easily, it doesn’t bounce, it doesn’t have any skill, and doesn’t work better by modification.

The current wiki page on Rugby Mode states: “The coolest feature of the mode is the ability to pass the ball to another player. If you press the F key (or the key you bind to dropping the flag), the ball will shoot in the direction your turret is currently facing, and it will bounce from any obstacles. This way, you can pass the ball over a low obstacle or an enemy tank.” But the way this feature currently operates, it doesn’t work too well getting over enemies or obstacles. It seems like this feature was expected to affect gameplay like the wiki says “Remember that you can't score a goal by passing the ball through the capture point at the enemy base. You need to deliver the ball as a tank, like a flag in CTF.” This rule is rarely relevant, since the ball won’t travel far, and since it doesn’t evade enemies too well.

Many players have found a use for the current Passing Feature, by dropping the ball, and while the enemy goes for the ball they make a kill and pick up the ball again. But players are only using the Passing feature to fake-out enemies and reclaim the ball. It currently has nothing to do with passing.

Therefore I am suggesting an idea to make the Passing Feature a versatile skill. It will work in different ways, which will be:

Dependent on Turrets

 Lock-On Turrets: “The Direct Pass”

·         Shaft

·         Striker

·         Gauss

The effects that passing will use will sometimes be unique to that turret. However, generally, turrets that act in similar ways will have the same mechanism of passing.

All turrets that have a Lock-On feature in sniping mode will only be able to pass in sniping mode. Players can hold the f-key (or any other key used for passing) while sniping. This will make them be only able to lock onto allies, and not enemies. When it fully locks, the ball will be sent to that player directly. It will be limited to the range that the turret can actually hit. It will not be able to lock-on to a player within 10 meters of the enemy base. Allies will be notified if they are about to receive the ball.

?

·         The ball can’t be intercepted or blocked by enemies.

·         Has a long range, dependent on the turret and modification.

?

·         Can only pass using allies.

·         Decent amount of aiming required.

·         Longer recharge after pass.

Non-Lock-On Turrets: Long Range:

Railgun: “The RailPass”

This turret has a unique pass. When holding down the passing key during the delay, the ball will follow the rail that is fired. If this line goes through an ally, it will be passed to the closest ally in line. However, if there are no allies in the line of the rail, if there are enemies it will be passed to them. The player will be able damage the enemy, even if they intercept it. If there are no enemies or allies, the ball will drop at the end of the range, roll 5 meters, and stop. This turret too cannot pass to an ally within 10 meters of the base.

?

·         The ball can be passed through enemy tanks.

·         Feature can be used even without allies.

·         Has a long range, dependent on the turret and modification.

?

·         Can be intercepted by enemies.

·         Decent amount of aiming required.

·         Longer recharge after pass.

Magnum: “Out Of This World”

This turret has a unique pass. It is meant for when enemies are about to score, to pass the ball to the other side of the map hoping allies receive it. When holding the pass-key, the ball leaves the map through the sky, and re-enters on one of the drop zones. If a gold box is about to be dropped, then it will be dropped with the gold box. This can land the ball almost anywhere in the map.

?

·         The ball can’t be intercepted or blocked by enemies.

·         Has a long range.

·         No aiming required.

·         Feature can be used even without allies.

?

·         Unknown destination of the ball.

·         Enemies may pick the ball up from the landing spot.

Non-Lock-On Turrets: Medium Range: “The Mediocre”

·         Smoky

·         Vulcan

·         Thunder

All these 3 turrets can pass by holding the pass key and shooting. The ball will travel 75% of the turrets range. The ball will travel really quickly, and then begin a slow roll for a maximum of 25 meters if there are no obstacles. The ball may be picked up by allies or enemies. During the ball’s flight, it may be caught by allies. However, if it hits an enemy it will only be blocked due to its impact, and will bounce off a couple of meters, dependent on that turrets impact force. The player will be able to damage the enemy, even if they block the ball.

?

·         The ball can’t be intercepted.

·         The feature can be used even without allies.

·         Has a long range, dependent on the turret and modification.

·         Has a quick flight.

?

·         Decent amount of aiming required.

·         Longer recharge after pass.

·         Can be blocked by enemies.

Close Range Turrets: “The High-Bounce”

·         Hammer

·         Twins

·         Ricochet

All these 3 turrets can pass while firing if you press the pass-key. The ball will first travel about 20 meters (depending on the turret and modification) before taking its first bounce. Then it will bounce to a height of 15 meters before landing 20 meters later. Each bounce will be somewhat shorter than the previous one before the ball rolls and stops. If the pass is not calculated properly, it may not be able to clear walls or hills. It will easily bounce over tanks, but it may be hard for allies to get it. It can be passed directly toward the enemy base, making the “Remember that you can't score a goal by passing the ball through the capture point at the enemy base. You need to deliver the ball as a tank, like a flag in CTF” rule a factor.

?

·         Feature can be used even without allies.

·         Works even near the base.

·         Easily evades nearby enemies and obstacles.

?

·         High-skill aiming required.

·         More recharge used per pass.

·         Hard for allies to receive the ball.

Melee Range Turrets: “The Roller”

·         Firebird

·         Freeze

·         Isida

All these 3 turrets can pass while firing if you press the pass-key. The ball will roll on the ground. It only rolls until 25 meters (depending on the turret and modification) where it will come to a complete stop. During the first 20 meters the ball will be able to roll through enemies; however, it can be caught by allies. It can be passed right at the enemy base, make it a great feature in close range. The ball will roll in the direction the turret is facing.

?

·         Feature can be used even without allies.

·         The ball can’t be intercepted or blocked by enemies during the first 20 meters.

·         Works even near the base.

·         Is easy for allies to catch.

?

·         Extremely short range.

·         More recharge used per pass.

Thank you effort in reading this (congrats to those who read all of this). If you cannot read the whole thing, at least read your commonly used turrets. This is a big change from the current Rugby, but the mode likely will end up better after it is balanced. Remember that in MM snipers will not have such an advantage since they are not familiar with their teammates. Do you like part of the idea, the whole thing? Please leave your thoughts down below.

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I actually really like your idea, and I appreciate that you took the time to share it with us. I do agree that the Rugby mode is not very entertaining nor dynamic, as it just seems like a reworked rendition of Capture the Flag. The passing feature is really the only unique aspect of this mode, and being that the passing mechanics are exactly the same no matter which turret you use (with the exception of Magnum, which has only a very slightly different set of passing mechanics), the mode becomes very repetitive and boring after a period of time.

I like how your idea provides several different ideas of passing mechanics, but one major problem that exists with your idea is that it would be a very large update for Developers to provide. The measurable size of this project may be so large, in fact, that the Developers may not want to move forward with such an update. We will check with the Developers, and get a more solid answer, and we will share any news on this idea with you.

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I think it will destroy the game mode. Devs don't have enough time on their hands to spend weeks and weeks balancing this feature, but if not properly balanced then it will completely ruin the game mode for certain turrets.

Idea itself is interesting and definitely original, but I would rather just have the power of the pass increased, or even have a variable pass power where pressing and holding "F" increases power of the pass just like with the Magnum shot.

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Gungame mode:

Gungame is a custom gamemode where players receive a new weapon every time they get a kill, eventually scoring a kill with the final weapon wins the round. Server operators decide the cycle of weapons and the number of weapon needed to win. Usually the final weapon is a weapon that's difficult to get a kill with.

 

In a Tanki match, everybody starts with smoky+hunter, everybody has the same modification. Hulls are of 3 categories, and only one of each will be used throughout.

The turrets are rotated every kill, or every few kills (because there aren't enough guns).

There are 3 rounds.

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Definitely an interesting idea. But for me truthfully, many of us solo play in Rugby without passing ?

The only time I pass the ball is when my team is winning, and the ball is in our base, throw it to self destruct.

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Hello a few days ago a new one came to me so it could be fine, it is the following:

Teams: 2, red and blue

time: no

flags: no

Deaths: 60

supplies: yes

golden boxes: yes

overdrivers: yes

friendly fire: no

and all seasons and time of day

So the mode would be like this:

There are two teams, the red and the blue, and the aim is that the first team that reaches 60 kills wins, but, every 3 minutes that the hull and the turret are changed by something randomly. For example: The battle begins with the combination that you have chosen before entering (Viking and ricochet) and after the 3 minutes have passed you are automatically switched to another totally random combination (hornet and firebird) and so on until that there is the winning team

giphy.gif

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On 3/24/2020 at 11:30 PM, Cue said:

Gungame mode:

Gungame is a custom gamemode where players receive a new weapon every time they get a kill, eventually scoring a kill with the final weapon wins the round. Server operators decide the cycle of weapons and the number of weapon needed to win. Usually the final weapon is a weapon that's difficult to get a kill with.

 

In a Tanki match, everybody starts with smoky+hunter, everybody has the same modification. Hulls are of 3 categories, and only one of each will be used throughout.

The turrets are rotated every kill, or every few kills (because there aren't enough guns).

There are 3 rounds.

Not bad the bad side it that it will take alot of work for devs to make mostly the way players will change the turrent every kill/stage 

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