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On 1/25/2023 at 1:27 PM, master_howitzer said:

I have never seen a game dev answer to anything on here. All we have is you. 

I&S works like a discussion forum. Players post ideas, other players share their feedback about those ideas. I&S section curators such as myself are not actually required to comment on idea other than to give an explanation in case the idea is declined. I just comment because I like commenting on ideas. But our job as curators is to decide whether an idea is viable and keep an organised list of ideas that players submit, which we compile into a report and forward it to developers each week. 

What the developers do with this report is unknown to me. I'd like to believe that they genuinely do care about player feedback here, and they take it into account as much as possible when making changes in the game. But you have to realise that:
1) Just because you have an idea you like, doesn't mean that everyone will like it.
2) Even if you have people supporting you, a small sample of forum users does not represent the needs and desires of the whole playerbase.
3) Even if everyone likes an idea, doesn't mean it's good for the game (example: option to sell items).
4) Even if it's good for the game and everyone likes it, it may be too complicated to implement.
5) Even if all of the above are not an issue, there are often too many more important tasks at hand that devs don't have the resources to implement an idea, even if it's really good.

Devs told me on multiple occasions that they do care about feedback very much, especially if it's feedback about a recently implemented feature. Its true that feedback and ideas in this section are treated with less consideration than feedback about recent features in news topics. Doesn't mean that it's useless to post them though.

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On 1/25/2023 at 8:28 AM, Maf said:

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Um yeah, I think he needs a break from the game because he's at his breaking point.

Anyway, I was thinking that maybe instead of this idea, the "be in winning team" missions could treat draws as wins?

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On 1/17/2023 at 7:27 PM, TheWolf said:

People use that mode because of extra gold-drops and points to be gained, nothing more. It would be the same no matter which mode was used.

A lot of players genuinely like DM mode, and they use it to see how many kills they can get, and whether they can win and take first place. I think it's pretty good to have celebration modes in DM, because that way you don't have situations where 5 out of 6 guys on one team are catching gold boxes while the last guy is trying to play and gets frustrated because of the useless gold-digging team. In DM you choose how you want to play, and your endgame result is dependent on you only.

On 1/17/2023 at 7:27 PM, TheWolf said:

Pro-tip, if you want people to use the game and spend money, provide things that they like rather than things they don't like.

ANYTHING else would be better, but how about some race-tracks?

In this specific case, who are "people", and how do you know what they like or don't like?

I can tell you for a fact that the vast majority of players come to Tanki to shoot enemy tanks, rather than race around a track. Any kind of racing mode won't be very popular at all after the novelty wears off.

Besides, we already have some variety. Sometimes there's DM with restricted settings, sometimes there's specific equipment, sometimes there's the Arms Race mode. Occasionally there's even team battles, and with a rare opportunity to play on equal footing, where no one is using P2W equipment.

Considering that new game modes take huge amounts of effort to implement, I think the current holiday modes are rather well done.

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On 1/25/2023 at 12:25 PM, BloodPressure said:

Personally the DM modes are really enjoyable

You mean THEY WERE ENJOYABLE. Now you enjoy the match till one braindead noob decides to use Pulsar Tesla/Twins or Helios or Vacuum and all of the fun is completely ruined DM turned into unplayable mode... The mini-nerfs Vacuum and Helios got are not even noticeable so DM continues to be borderline unplayable.

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This Game mode gonna exactly like in among us
The Main topic Of the game mode will be *HIDE N SEEK*
as you guys know it's just added,so what will happen in it?

a randomly tank will be chosen to be seeker.
everyone except seeker will have this equipment

HIDERS:
turret: Ricochoet
Hull: hopper ( with high speed activated can help for running) (like crisis)
supplies will be turned off. but everyone will have 5 nuclear energy (does'nt consume the existing one)
after using all those 5 nuclear energies you cannot press overdrive i.e will be turned off and there will be no jammer on using them

SEEKER:
Turret: Hammer (blunderbass activated, to enable short distant kill)
Hull: the hull will be Juggernaut/Hornet
everything will be turned off, but on last minute it's high speed will also be activated
as on last minute tanks it would have the Seeker map or Radar map so he can easily kill them all

Tasks:
for every hider there will be task to lower the time fast, But which Tasks?
Please Give Suggestion Below About it

MAP
the most big map will be chosen, for example berlin,subway etc

Special Notification:
a special notification will appear for all the hiders that the seeker is how much near. also an notification when a tank is killed

Overdrive:
Pressing the overdrive can make you jump but also can teleport you anywhere as you wish but you have to press arrow keys fast and before the tank feels down

Starting:
When the battle will start the seeker will have it's own tank and surrounded ny hider, the hider will have 15 secs to hide, for seeker in 15seconds the juggernaut overdrive will be acctivated and the tank will transformed into the seeker tanks

Special Sfx:
on background for seeker and hider there will be dramatic music be playing on background

Killed , So What's Next?:
after being killed your screen will start following other hiders and seekers

                                                                     Please Give suggestion Below

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On 1/26/2023 at 8:52 PM, muzamil said:

for every hider there will be task to lower the time fast, But which Tasks?

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Oh wait I'm blind, you literally mentioned amogus in the first sentence...

Edited by Maf
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On 10/18/2022 at 12:09 PM, InfiniteEnergy7 said:

 

On 10/15/2022 at 1:09 AM, ekf said:

 

On 10/18/2022 at 9:40 AM, master_howitzer said:

 

On 10/25/2022 at 11:16 PM, M4H said:

 

Topic Merged

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On 1/27/2023 at 1:33 PM, Maf said:

Oh wait I'm blind, you literally mentioned amogus in the first sentence...

not everything is among us u noob 
he is clearly referencing his idea from Garry's mod game (G-mod hide and seek) 

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On 11/5/2022 at 11:06 PM, ron999 said:

 

On 11/4/2022 at 11:31 AM, muzamil said:

 

On 11/1/2022 at 11:07 PM, Dictator_Haddou said:

 

On 12/5/2022 at 12:19 AM, ekf said:

 

Topic Merged

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I'd love a D-day inspired thing with defenders holding a frontline against attackers.

The attacker team is bigger but must attack over an area with little cover and will die a lot. The defender team is smaller but get helped by protecting walls or some kind of bunker like things, which spawns especially for this match mode on maps. Their defenses are only good from the front however, and if the attackers manages to breach the frontline, they are vulnerable to being killed.

I don't know how the match could determine a winner though. It could be that the defenders win if they managed to protect a certain spawn point behind their frontline for the entire match. Or maybe deaths are counted and the defenders have to die a lot less to lose.

Edited by ekf

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On 2/7/2023 at 1:58 PM, Punked said:

@ekf So.... Assault?

 

I don't like how the attack in Assault revolves around killing the flag carriers. I'd also like to have specially spawned protective walls and bunker-like things. But maybe it's too similar to Assault.

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I know that it will never happen, but do you think a loot and extraction-game mode like Dark And Darker could be fun in Tanki? If your tank's upgrades and equipment is never lost, just the loot you found during the match if you die during a match.

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Hot Bomb - This mode features a bomb that will be set on a random player they will have to give the bomb to another player in order to be safe from destruction every round is two minutes after two minutes is up the person who had the bomb blows up and has to sit out for the rest of the game the game keeps going until one person is left.

Team Hot Bomb - Same as the solo version but with a slight twist there are two teams and again a random player will receive the bomb get rid of it within two minutes and you will be safe unfortunately for the player that had the bomb when the clock reached zero then they will be blown up and has to sit out for the rest of the game

Head To Head Racing - the  objective of this mode is to get through the rounds while defeating other players the player who defeats the other player that made it into the final round with them wins

Team Head To Head Racing - Same as the normal Head To Head Racing format but with a twist there are two teams the  objective of this mode is to get through the rounds while defeating other players the player who defeats the other player that made it into the final round with them wins along with their teammates and will receive a better award than the other team

Circuit Racing - A racing mode but it is a circuit were players are required to do laps on the first to cross the finish line wins

Team Circuit Racing - Same as normal Circuit Racing but with a slight twist there are two teams the first to cross the finish line wins along with their teammates

Bomb Ball - A different but special type of rugby mode were instead of a ball there is a bomb the teams are required to score goals but if you don't score a goal within 5 minutes the bomb will self-destruct.

La Freezeria - There are two teams on one team all players are equipped with the Freeze turret that is fully upgraded while the other team consists of players that have the snowman turret the first team to get 150 kills wins

Hammer Time - A mode that consists of two teams one team has the hammer turret at it's max level while the other team has the B0-NK turret the first team to get 150 kills wins

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RANKED SYSTEM just like FPS games (Let's take Valorant as the template)



1. The concept & Important principles:

o  Two teams of 6 players (number may vary depending on the demand). 

o  All supposedly 12 players will get queued into the match where they get to VOTE for one out of 5 maps displayed. *This, or the map will be automatically chosen by the system*

o  Each player would be QUEUED-up dependning on its RANK & STAGE (see bellow), not depending on their Gear Score.

o  Every player in one team will get to choose A DIFFERENT turret and hull so there will be unique roles for every team member (eg:  Attacker, Healer, Support, Defender, Tank, Sentinel, etc.). The first player to pick a certain turret will lock it in and other allies could not pick it. FOR EXAMPLE:

   - TURRETS: There will be turrets available for different roles such as ATTACKER (Firebird, Hammer, Twins) || DEFENDER (Railgun, Smoky, Freeze) || Support (Ricochet, Shaft, Isida, Thunder), etc... Im not setteled for their roles, it might vary, its just a concept.

   - HULLS: Each hull being of different weight-category as follows (a maximum of 3 members of the same weight category and a minimum of one member of a certain category. For example, the hulls could be: 1 Light (Wasp), 3 Medium (Viking, Dictator, Paladin), 1  Heavy (Mammoth) | OR 2 light hulls, 2 medium, 2 heavy)

   - AUGMENTS: I am not sure weather they should be included, I am gliding towards theri exclusion but there could be EXCEPTIONS (ex: Healing Emitters for Shaft would be a substitution for Isida as team Healer)

   - DRONES: Each player would start the game with the Brutus Drone. The same as augments, their exclusion would be for the better so it would be as balanced as possible for each player. Just because people would abuse mines with Saboteur or damage with Camper drone as an attacker. 

   - PROTECTION MODULES: There will be no protection modules.

   - SUPPLIES: Each plalyer would be able to activate thery supplies as normal

The lack of drones, protection modules and potentially augments would make team cooperation and coordination a CRUCIAL aspect, especially for delivering the flag.

o  IMPORTANT: Each turret and hull will be upgraded to the maximum level (MK7-20) so it is not unbalanced for newcomers.

 

 

2, The Game-Mode:

I suggest that the best one that fits is ASSAULT, with 2 HALVES as follows:

First team will be attacking for 7 minutes, and then at the 2nd half they will be defending for 7 minutes. The points they gathered while attacking (1st half) will add up with the points they gathered defending (2nd half).

The winner is the team with the most points at the end of the match. 

 

 

3. Overdrives:

It will work the same as the Ults work on Valorant. Each flag delivered = 1 point (Each team member gets one point) & each flag-holding enemy destroyed = 1 point. (each team member gets one point). 

- The number of points required for each OD varies depending of its strength. For example, 10 points required for Wasp OD, 15 points for Dictator OD and 20 points for Titan OD.

 

 

4. Ranking system & Rewards.

There will be 6 stages of ranks, with 3 rank-ups for each stage, from Recruit to Legend, from worst to best as follows.

1. Recruit - Sergeant - Sergeant Major ------------------------ 20 RP per Win & -5 RP per Loss (100 RP needed to Rank-up) 

2. Warrant Officer 1 - Lieutenant - Captain --------------------- 25 RP per Win & -10 RP per Loss (200 RP needed to Rank-up)

3. Third Lieutenand - Second Lieutenant - Captain ------------ 30 RP per Win & -15 RP per Loss (300 RP needed to Rank-up)

4. Major - Colonel - Brigadier --------------------------------- 35 RP per Win & -20 RP per Loss (400 RP needed to Rank-up)

5. General - Marshal - Fieldmarshal --------------------------- 40 RP per Win & -25 RP per Loss (500 RP needed to Rank-up)

6. Commander- Generalissimo - Legend ---------------------- 45 RP per Win & -30 RP per Loss (600 RP needed to Rank-up)

*RP = Ranking Points. It might vary, its just a concept and the first version that came to my mind)

 

The rewards should be:

1st Stage =  1 Weekly Container per win and 15 Containers per Rank-up & 15 Ultra Containers per Stage Rank-up (reaching stage 2 from stage 1)

2nd Stage =  1 Weekly Container per win and 20 Containers per Rank-up & 20 Ultra Containers per Stage Rank-up (reaching stage 3 from stage 2)

3rd Stage =  1 Weekly Container per win and 20 Containers + 500 of each Supply per Rank-up & 20 Ultra Containers + 1000 Supplies per Stage Rank-up (reaching stage 4 from stage 3)

4th Stage =  1 Weekly Container per win and 15 Ultra Containers per Rank-up & 50 Ultra Containers per Stage Rank-up (reaching stage 5 from stage 4)

5th Stage =  2 Weekly Container per win and 15 Ultra Containers per Rank-up & 50 Ultra Containers per Stage Rank-up (reaching stage 6 from stage 5)

6th Stage =  2 Weekly Container per win and 20 Ultra Containers per Rank-up + 1 Skin Container after reaching Legend

 

These 6 stages would be aquired in the course of One Season. The seasoun should last 1 or 2 months.

The rewards are pretty generous, so the players are motivated to try and play this new game mode that would require more Skill and Cooperation between teammates.

 

 

5. Drawbacks:

- The main drawback would be players leaving early, for which you could implement a BOT (once their development is ready) or you could compensate the points gathered by delievering flags and the points gathered for OD (2 instead of one for each team member).

!!! Leaving a battle early would lead to a being suspeded for a certain TIME + a penalty of 10 RP (increasing each Stage).

- Another Drawback would be Queue Time, since there could be difficult to find 12 different players for each Rank and Stage.  (To solve this, the team number could be adjusted, as well as the number of the stages - to narrow the pool of players for each rank or stage).

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