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Suggestion (Idea) for the festive season: Make 2 special game modes: One playable with hulls with tracks, and other one available to play with hovering hulls only

You can do that by limiting players to use one of the 2 types of hulls like you do in XP/BP format in PRO battles.

Choose 3 maps: One from 2018/19, one from 2016 (not from 2017 like last year), and race map from 2015 for example

Format: DM mode

Additional rules: No overdrives (at least in the hulls with tracks festive mode), and increased gold box drop rate of course Make those festive maps available to create in PRO battles with following possible formats: DM, TDM, CTF, CP and ASL

Allow to gold boxes dropped by players be holiday themed too in the every event going forward. And lastly please put the good old known New Year skybox in the event modes, instead of putting Halloween skybox like last year...

I hope you will consider my ideas while you prepare the festive season, so I am thanking you in advance :)

Best regards from Razbijac

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8 hours ago, JustBlackWolf said:

@nikunj04took you a while lol, i don't even remember what that is about.

Yeah, to actually check which topic I quoted, press the arrow key presented at the rightmost corner of my post. It will direct you there ?

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ok so you have created a new game called the Snowball fight..

so now lets step it up a notch and change it to a mud ball fight , seeing in the spring we no longer have snow but lots of mud from the snow melting (lol).. or maybe have one side tossing snowball's and the other side tossing Mud Balls in a fight. also seeing firebird does a burn damage to a tank why not use the mud or snowballs - when it hits a tank it shows damage to the tank by either making the tank paint darker / if no one hits it after a certain amount of time then the tank goes back to its normal paint colour.

have it as a mission or  ??..  tanks destroyed or 9000 .. lots of ways to go with this..

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Hello,
This topic is actually about a new mode in Tanki Online.  As there are two teams RED & BLUE.  So in this mode for example: RED team will Defend and the blue teams need to capture the flag. They need to set up the target to the RED Team while the RED team will totally Defend. The round should be of Maximum 7mins. After that Blue team will get into the position of defending to defend the score which they gave to red team.  while Red team needs to Capture the flag and try to chase down the target given by blue team. 
If you still don't understand: 
For example in cricket match. Team A Decided to bat first and set a target then after the team B Chases it.  The team which either defend the target wins or the team which chases wins. Just take a example of cricket. 
Now: 
- You will think we already got that mode ASSAULT. But assault is completely different from this mode. All should need to do is one team capture and other team defend. But in this mode one team score the target while other team defends. In this mode the both teams will be given opportunities for defending as well as chasing. 
- For targeting it can be ( Like you can capture the flag , or throw rugby ball ) which ever suits devs. What you think?

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Well yeah, I certainly like this Idea, based on the similar concept of "cricket" in real life so I know how it's mechanism works.

Intrigued to see how it will work in the MM  ^^

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The defenders have a limited amount of spawns, and will eventually spawn on the attacking team when they die. Defenders win if at least one of them is still alive when the time runs out. Attackers win when all defenders have run out of times that they can spawn.

To help the defenders I suggest a new type of cover/wall thing, which can be seen through, like it's glass or is a force field, and also shot through - but only when you're close. This protects the defenders from long range weapons, and lets them shoot the attackers, and forces the attackers to attack to get close.

The battle becomes more difficult for the defenders as it goes on: the glass walls can be destroyed so they have less and less cover, and the attackers team become larger and larger as they die.

Edited by qwds

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Idea sounds good ^^ but there should be limitations to some statistics like Defenders have auto-equipped Defender whereas same with Attackers equipping Boosters because other drones might be futile in this mode. And for the attackers shooting through the cover, we could have players equip a Magnum - mechanism like turret, just like one with snowball.

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2 minutes ago, BruhBruhThingThing said:

Like surviving the apocalypse or something like that?

Like sort of an infection or plague, there are defenders or survivors in the center and attacks or Zombies coming from all direction, attackers can kill them, and when a survivor dies, he is spawned as a Zombie on the outside and joins the attacking team. 

@qwds Hope I got this right.

unknown.png   Any designer, please recruit me :ph34r:

Or it could be that they can be in Various parts of the maps, and they can have a cover or something to protect them, not all in the center but spread out.

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2 hours ago, nikunj04 said:

Like sort of an infection or plague, there are defenders or survivors in the center and attacks or Zombies coming from all direction, attackers can kill them, and when a survivor dies, he is spawned as a Zombie on the outside and joins the attacking team. 

@qwds Hope I got this right.

unknown.png   Any designer, please recruit me :ph34r:

Or it could be that they can be in Various parts of the maps, and they can have a cover or something to protect them, not all in the center but spread out.

That looks nice ?

Here's another version:

ysI3iJ6.png

 

The defenders are incentivized to hold the first line of defense as long as possible, because it's the best to defend from. If the line collapses they must retreat backwards. The attackers takes and uses the abandoned strongholds themselves.

It's sort of like a Tanki D-Day lol. The defenders starts off strong and slaughters the attackers at start, but defending becomes increasingly desperate as the battle goes on, and super intense towards the end, when the few best players remains.

Instead of giving everyone drones maybe large amounts of drop boxes could fall? Repair kits and boosted armor in the strong holds, speed boosts for the attackers.

Sorry, I don't know what the snowball Magnum thing is. I wouldn't want only a certain kind of turret to be able to destroy the glass covers though. Maybe destroying them could be done with any turret if you're, say, 50 meters close. If you're within 10 meters you can shoot through it, like the defenders do.

Edited by qwds
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hello i was thinking that you should add to pro battles win and lose system , and the first one get something . that make people play more pro battles , must of people just sit on parkour and do nothings all day , i think if you add system win and lose and people can see how much you win and lose and first one with many win get prizes or get a paint or a crown up of his weapon , i dont know but i guess it good idea to know who pro and who noob

and other idea is to add to pro battle , for exemple the battle is full and i have friend there , i want to watch the battle , like add watch battle and comment people who can enter the battle and see , it can be some battles really exating who is winning

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Assault rework:

Honestly this mode is incredibly frustrating to play for the attackers, especially since most of the times, a player of the defending team will just go to the enemy spawn and kill as many tanks as possible before getting destroyed. Rinse and repeat.

This is extremely unfair since that player doesn't lose anything for doing that, he can do the job alone while the rest of his team defends the base, easily racking up kills that grant an easy victory since the attacking team will be stopped by the majority of the defending players. 

Here's the rework suggestion:

The defending team will gain scores ONLY by killing actual attackers who are actively trying to deliver flags to their base or simply trying to act as a distraction/kill the defenders.

How does this work?
Very simple, a (invisible ofc) circle shaped zone is applied around the defending team's base (the place where flags have to be delivered), any player of the attacking team that gets killed into this radius will grant scores to the defending team. This area can be quite big but would never reach over to the attacking team's spawn.

This way, the attacking team won't be punished for getting spawnkilled over and over by some overpowered meta tank who racks up tons of kills or simply can't be killed unless focus fired by multiple tanks. 

This should make things fair and balanced for both teams, to avoid complications with the size of the maps, the zone can be set to reach for half the map, no matter how big it is. (value can always be adjusted ofc)

 

Edited by JustBlackWolf
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I agree ASL mode battles usually tend to favour the defending team.

The problem I see with this idea is while annoying and maybe a bit unfair, there is nothing inherently wrong with "spawn killing". Therefore I would maybe prefer a health bonus for attackers that they would acquire while being in the spawn area. Alternatively armour-piercing effect could be applied to defenders crossing the attackers spawn area. 

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18 hours ago, frederik123456 said:

I agree ASL mode battles usually tend to favour the defending team.

The problem I see with this idea is while annoying and maybe a bit unfair, there is nothing inherently wrong with "spawn killing". Therefore I would maybe prefer a health bonus for attackers that they would acquire while being in the spawn area. Alternatively armour-piercing effect could be applied to defenders crossing the attackers spawn area. 

In fact i never said there's something wrong in doing that, with the idea applied, players will still be able to spawn kill the enemies, maybe to prevent them from advancing towards their base but at least that won't give them free kills on the counter

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On 2/19/2022 at 1:39 AM, JustBlackWolf said:

Honestly this mode is incredibly frustrating to play for the attackers, especially since most of the times, a player of the defending team will just go to the enemy spawn and kill as many tanks as possible before getting destroyed. Rince and repeat.

This is extremely unfair since that player doesn't lose anything for doing that, he can do the job alone while the rest of his team defends the base, easily racking up kills that grant an easy victory since the attacking team will be stopped by the majority of the defending players. 

Here's the rework suggestion:

The defending team will gain scores ONLY by killing actual attackers who are actively trying to deliver flags to their base or simply trying to act as a distraction/kill the defenders.

How does this work?
Very simple, a (invisible ofc) circle shaped zone is applied around the defending team's base (the place where flags have to be delivered), any player of the attacking team that gets killed into this radius will grant scores to the defending team. This area can be quite big but would never reach over to the attacking team's spawn.

This way, the attacking team won't be punished for getting spawnkilled over and over by some overpowered meta tank who racks up tons of kills or simply can't be killed unless focus fired by multiple tanks. 

This should make things fair and balanced for both teams, to avoid complications with the size of the maps, the zone can be set to reach for half the map, no matter how big it is. (value can always be adjusted ofc)

 

I agree totally. But these things are not in our hands.

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Rugby mode upgrade! 

Making rugby mode more fun and challenging is one thing which is important, the more challenging the game the more fun it is , so I have this idea :

• Making the ball flying in the sky fly more faster and smoother.

• Also  the more you press on "F" , the further the ball goes , it will be more fun like this because throwing the ball has a small distance at the moment, making the ball go further will make rugby mode more challenging!

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I agree it would be fun if the ball in rugby got a speed boost, up to a point of course.

I am not exactly sure what you mean by :

16 minutes ago, abdul12340 said:

the more you press on "F"

but I think the best option would be the same mechanics as for magnum turret - the longer you hold ´´f´´, the further it will fly. If that´s what you meant, then all´s good.

I would maybe accompany this with a speed penalty (lower hull speed) for the player holding the ball - to encourage more teamplay.

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