Jump to content
EN
Play

Forum

Ideas for Game Modes!


 Share

Recommended Posts

On 5/5/2022 at 2:36 AM, Master_Blaster said:

It will be nice if Polygon Map is added in TJR Mode also and Noise Map is added in all the MM Battles (Especially TJR Mode).

Polygon is too small for TJR, and Noise is unsuitable for Matchmaking due to unfavorable advantages. 
The Juggernaut hull itself is too big, and the map ploygon is small. It would be impossible for maneuvering.  

Share this post


Link to post
Share on other sites

On 6/8/2022 at 1:25 PM, DragonKnight_Fighter said:

Polygon is too small for TJR, and Noise is unsuitable for Matchmaking due to unfavorable advantages. 
The Juggernaut hull itself is too big, and the map ploygon is small. It would be impossible for maneuvering.  

Yeah, that's what my Idea is as well, the maps have to go under a whole and complete design changes if such game modes are to be implemented.

Then it's a possibility that Noise will be added to MM pool

Share this post


Link to post
Share on other sites

11 minutes ago, NikmanGT said:

Yeah, that's what my Idea is as well, the maps have to go under a whole and complete design changes if such game modes are to be implemented.

Then it's a possibility that Noise will be added to MM pool

Noise is more one-sided battle 
Cuz one team will be like 

lego-star-wars-obi-wan-kenobi.gif 

 

Share this post


Link to post
Share on other sites

It might seem similar to control points, except you don't capture specfic points but territory on the map.

This makes the teams able to use the map's advantageous spots more creatively, since they can decide where they want to fight for territory on the map. The match is also more varying, since the territories of the teams can shift wildly, like change sides of the map, split into smaller territories, etc.

The team's spawn in a corner of the map, close togheter. As they move over the map they capture territory. To capture territory you must be present in it for a certain time, so racing across the map in a fast hull doesn't capture territory.

Territories where few tanks die/take damage the territory is "strong" and your team can spawn there. Territories where teammates often die/take damage/changing sides often the territory is "weak" and your team can't spawn there

example

wpj3jjd.png

 

Each team have a small amount of territory that is surrounded by other team, it's "weak" which means that tanks can't spawn there - they're on their own to survive. The teams get more points for these spots because they are surrounded, so they're worth fighting for for the tanks trapped, and to reinforce by trying to drive to them with more tanks.

  • Like 2

Share this post


Link to post
Share on other sites

18 hours ago, qwds said:

It might seem similar to control points

It is. I'd rather just see some improvements to CP/SGE.

Share this post


Link to post
Share on other sites

19 hours ago, qwds said:

It might seem similar to control points, except you don't capture specfic points but territory on the map.

This makes the teams able to use the map's advantageous spots more creatively, since they can decide where they want to fight for territory on the map. The match is also more varying, since the territories of the teams can shift wildly, like change sides of the map, split into smaller territories, etc.

The team's spawn in a corner of the map, close togheter. As they move over the map they capture territory. To capture territory you must be present in it for a certain time, so racing across the map in a fast hull doesn't capture territory.

Territories where few tanks die/take damage the territory is "strong" and your team can spawn there. Territories where teammates often die/take damage/changing sides often the territory is "weak" and your team can't spawn there

example

wpj3jjd.png

 

Each team have a small amount of territory that is surrounded by other team, it's "weak" which means that tanks can't spawn there - they're on their own to survive. The teams get more points for these spots because they are surrounded, so they're worth fighting for for the tanks trapped, and to reinforce by trying to drive to them with more tanks.

I'd be really happy to play this mode, i wouldn't mind if it'd replace the not so popular siege mode. CP is the best mode in the ame in my opinion, and it'd be fun to play something that has the advanatages of CP, but yet the gameplay would be different.

  • Like 1

Share this post


Link to post
Share on other sites

58 minutes ago, Maf said:

It is. I'd rather just see some improvements to CP/SGE.

It might make matches more varying though? Because the teams decide for themselves which areas of the map are more valuable to hold (easier to defend or snipe enemies from, etc) so they can use the map more creatively.

6 minutes ago, mjmj5558 said:

I'd be really happy to play this mode, i wouldn't mind if it'd replace the not so popular siege mode. CP is the best mode in the ame in my opinion, and it'd be fun to play something that has the advanatages of CP, but yet the gameplay would be different.

I also prefer CP far more than SGE.

I think if my gamemode encouraged holding territories that are surrounded by the enemy's territory it might stand apart more from CP. Imagine a small group of teammates speeding across the map at the start to capture a spot near the enemies that is easy to defend, then laying a lot of mines there and giving their all to hold out for as long as possible, scoring a lot of points as they do so.

Share this post


Link to post
Share on other sites

22 minutes ago, qwds said:

Because the teams decide for themselves which areas of the map are more valuable to hold

I'm pretty sure this already happens in CP. At least that's exactly my thought process when I play on big maps.

Share this post


Link to post
Share on other sites

Actually, control point already control some zone of the maps, also with too many zones, that'd be complicated for 10 players of each team to fight everywhere, there are more zones to control than players in a team. Even though, the picture is really well made and self-explanatory of the idea, great job for this!

Share this post


Link to post
Share on other sites

Cool idea, seems doesn't work except in big maps. Also as I understand if a team captured all the areas then the battle ends?  Eventhough I haven't understand your topic probably. Don't know how you started the topic with the conclusion!

20 hours ago, qwds said:

This makes the teams able to use the map's advantageous spots more creatively

 

Share this post


Link to post
Share on other sites

22 minutes ago, firety31 said:

Cool idea, seems doesn't work except in big maps. Also as I understand if a team captured all the areas then the battle ends?  Eventhough I haven't understand your topic probably. Don't know how you started the topic with the conclusion!

 

I was thinking that if there's no territory that's "strongly held", where teammates can spawn, either the enemy team wins, or the tanks left have some time, probably just 30-20 s maybe, on a timer to recapture "strongly held" territory, while dead teammates can't spawn until then.

Edited by qwds

Share this post


Link to post
Share on other sites

57 minutes ago, Sabry.Superman said:

Actually, control point already control some zone of the maps, also with too many zones, that'd be complicated for 10 players of each team to fight everywhere, there are more zones to control than players in a team. Even though, the picture is really well made and self-explanatory of the idea, great job for this!

Well I wouldn't want the teams to constantly have to rush around across the map to capture and recapture territory. A light tank speeding across the map does not capture the territories it drives through. So it should probably take a longer time than in CP to capture a territory.

I see that you play Tanki e-sport? I guess you're quite knowledgable then. Do you think this would do what I hoped?

Edited by qwds

Share this post


Link to post
Share on other sites

13 minutes ago, qwds said:

Well I wouldn't want the teams to constantly have to rush around across the map to capture and recapture territory. A light tank speeding across the map does not capture the territories it drives through. So it should probably take a longer time than in CP to capture a territory.

I see that you play Tanki e-sport? I guess you're quite knowledgable then. Do you think this would do what I hoped?

I guess it would, but at the same time, the matches would be very similar to CP imo.

Share this post


Link to post
Share on other sites

Maybe call this new mode CAMPAIGN. Try to have zone section of the map supremacy to win.

Remove SIEGE; are you nuts ?   That is one of the best modes in the game. I usually play CP and SIEGE.

Yes I hope they improve CP and SIEGE; like add some new maps would be good. Also to make sure teams are more balanced but I guess they can

only do so much during certain times of the day from player ready pool.

 

 

Share this post


Link to post
Share on other sites

New Mode - Last Tank Standing (LTS)

The rules are simple:

Dms mode, all againts all (lets say for example 16 tanks)

the last tank who stand alive (after all the 15th tanks were destroyed) - wins,  5-7 minutes game. (Like a survival mode but NOT by kills)

ofv the second place will get a lower reward and the 3th will get even lower one and so on.

idk what about time but I think its can be a good solution for tanks who want to play a quick game and earn rewards but also cant play for 15 minutes.

also its a good place to improve our oun playing skill.

its can be with no drones, supplies aguments and protections so it will be more balanced and "skills only".

maybe it will be in PRO battles? up to you.

what you say?

 

(BTW: maybe if you want it to be longer, you can do it like 3 dms rounds per match, just thinking in loud)

Edited by Shower

Share this post


Link to post
Share on other sites

On 8/12/2022 at 5:02 PM, Shower said:

New Mode - Last Tank Standing (LTS)

The rules are simple:

Dms mode, all againts all (lets say for example 16 tanks)

the last tank who stand alive (after all the 15th tanks were destroyed) - wins,  5-7 minutes game. (Like a survival mode but NOT by kills)

ofv the second place will get a lower reward and the 3th will get even lower one and so on.

idk what about time but I think its can be a good solution for tanks who want to play a quick game and earn rewards but also cant play for 15 minutes.

also its a good place to improve our oun playing skill.

its can be with no drones, supplies aguments and protections so it will be more balanced and "skills only".

maybe it will be in PRO battles? up to you.

what you say?

 

(BTW: maybe if you want it to be longer, you can do it like 3 dms rounds per match, just thinking in loud)

For some time I also had a similar idea and had the same name about the game mode but mine was team based. The problem that I ran into, and also the problem your idea has is this: 1. Players would have to wait for battle to end. For example player who dies early has to wait some time. 2. The problem of players leaving the battle which could result in a small amount of players, because the new players cannot join the battle since it would not be fair, they did not start with the rest. I remember years ago there was an event in which 2 developers had Viking railgun and we all had wasps and we were in the map stadium, and the last to survive won the event. It was so much fun, and for a long time I had the idea of some sort of last man standing mode as I think it is really interesting, but the problems are evident. Maybe someone smarter than me could come up with something. 

Share this post


Link to post
Share on other sites

On 8/12/2022 at 7:03 PM, dinek789 said:

For some time I also had a similar idea and had the same name about the game mode but mine was team based. The problem that I ran into, and also the problem your idea has is this: 1. Players would have to wait for battle to end. For example player who dies early has to wait some time. 2. The problem of players leaving the battle which could result in a small amount of players, because the new players cannot join the battle since it would not be fair, they did not start with the rest. I remember years ago there was an event in which 2 developers had Viking railgun and we all had wasps and we were in the map stadium, and the last to survive won the event. It was so much fun, and for a long time I had the idea of some sort of last man standing mode as I think it is really interesting, but the problems are evident. Maybe someone smarter than me could come up with something. 

About the first point you ment, I am offering that players will get their prize immediately after they destroyed and then they will continue to the landing page of continue (to a new match) or exit.

About ur second point, you can add a moving  self destruction area that will moves to the center and will "force" the players who left in the map to fight each other (together and with the battle time that will be short from the beginning like I wrote)

Share this post


Link to post
Share on other sites

One team must destroy the armored train and the other protect it until it reaches its final destination.

The train is on rails and moves very slowly but have massive amounts of health and firepower. Its weapons are controlled by either one or several players. To give everyone the opportunity to use its weapons and also prevent trolling, maybe players needs to get a certain amount of kills at a given time to not be kicked out from controlling the train. Whether its movement can also be controlled I don't know, as it makes it possible to sabotage the match.

The train should probably not be damaged by simply shooting at it, as it might make the battle boring as its enemies can just sit back and shoot at it for an eternity, not bothering doing anything else. Instead, perhaps the train is immune to damage unless it's been hit by a special weapon which spawns on the map. When hit by this the train stops and can be damaged by normal weapons for a certain amount of time. The train's protectors might search across the map for these weapons as they spawn to destroy them or prevent them from being taken, and to destroy tanks that have picked them up. Maybe there's also weakspots on the train that can always be damaged but requires players to be close to the train or even on it to hit - creating chaotic combat around and on the train.

It would be cool if the train was so big that tanks could drive around on it on ramps/driveways, and maybe even inside, to shoot at attackers storming to board it, and fighting the boarded tanks in rooms inside it to protect its weakspots.

Another cool thing would be if the maps made for this mode had varying environments around the train's path, like a dark tunnel, or mine/cave, with deep abysses that you fall off the train into, or a bridge, etc..

TPCAYRR.png

Edited by qwds
  • Like 3

Share this post


Link to post
Share on other sites

This is actually sort of planned for the future. I say "sort of", because adding a new game mode isn't anywhere near the top of the task priority list, but if there is to be a new game mode sometime in the future, it would almost certainly be this.

  • Like 1

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...