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Ideas for Game Modes!


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On 8/20/2022 at 3:13 PM, Maf said:

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.

That's exciting! Could you give any more details about the mode? Or at least say how similar it is to my idea/walker assault? Will there be a train?

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On 8/17/2022 at 11:27 PM, qwds said:

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 or maybe even inside, while shooting down from drive ways on the train at attackers storming it to board it, and fighting in rooms inside it to protect its weakspots from being reached by enemies.

 

TPCAYRR.png

Nice!! Sort of like protecting cargo or info from getting into enemies hand in war or something, like it a lot. Nice tank drawing btw

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On 8/20/2022 at 5:30 PM, qwds said:

That's exciting! Could you give any more details about the mode? Or at least say how similar it is to my idea/walker assault? Will there be a train?

Look at any other game that has a similar mode. For example Overwatch. The main concept is that there's a very slow-moving object that goes along a predetermined path, and one team's task is to defend that object to ensure it rreaches the end of its path. The other team's task is to prevent the object reaching the end. If the object reaches the end, the first team wins. If not - the other team wins.

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On 8/20/2022 at 4:30 PM, Maf said:

Look at any other game that has a similar mode. For example Overwatch. The main concept is that there's a very slow-moving object that goes along a predetermined path, and one team's task is to defend that object to ensure it rreaches the end of its path. The other team's task is to prevent the object reaching the end. If the object reaches the end, the first team wins. If not - the other team wins.

I know, and it's exciting that TO have this planned. But do you know any more details about TO's take on this, other than that they want to do it in the far future?

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On 8/20/2022 at 6:33 PM, qwds said:

I know, and it's exciting that TO have this planned. But do you know any more details about TO's take on this, other than that they want to do it in the far future?

There are no details. Like I said above, it's just a thing Opex Rah touched on one day, where he said something like "yeah we might add a payload escort mode eventually". That's it.

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I'm not really sure if it belongs in this category.
I suggest you to add all Custom options in Sport format PRO Battles. 
I believe PRO battles are supposed to be fully customizable battles meant for all tankers, non-buyers as well as buyers.
Sport format should represent fairness and equal options unlike Matchmaking battles. 
That's why I think it would attract more players if we could disable Supplies or Overdrives in Sport format battles. 

Thanks, Rotaxary

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The idea is simple - When somebody is the juggernaut, their selected protection modules have no effect. It is atrocious in battles when somebody with maxed protections, armadillo, or worse of all - spectrum, becomes juggernaut. They will just tank hits (literally) for the entire battle whilst picking everyone off if they have even a tiny bit of skill. The removal of the utilisation of protection modules for the juggernaut would make it so anyone with any turret hasn't got a disadvantage compared to somebody else, as well as make it less likely for one person to be able to stay juggernaut the entire battle since nobody has much affect on them. Overall, this would help with the balance... at least when scorpion gets nerfed, because that thing dominates juggernauts on most maps, and that's not even bringing up crisis/camper strategies which is another problem itself.

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I'd support this only if it's accompanied by some other buff to make Juggernaut stronger. At the moment it's nearly impossible to last with Juggernaut for any significant amount of time without having some Scorpion or Shaft take you out with one shot/salvo.

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This might seem controversial, but i think juggernaut should spawn with an OD fully charged.

My reasoning is that sometimes an enemy team that is winning and overrunning the base will spawn camp the new juggernaut.

They will wait until the juggernaut has lost its "ghosting" immunity and activate OD, instakilling another juggernaut that's just spawned in.

Since the juggernaut doesn't spawn with OD, and it takes a while to charge up the OD, this tactic is very reliable.

Especially with scorpion these days, where you can lock on when the juggernaut is still in "ghost" mode.

I think it would help balance out the game if juggs spawned with a fully charged OD (as long as both teams have it, it's fine).

This should also help the new jugg get into position (find isida teammates that may be farther away from spawn, hide in a good spot).

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On 9/22/2022 at 1:42 PM, Maf said:

I'd support this only if it's accompanied by some other buff to make Juggernaut stronger. At the moment it's nearly impossible to last with Juggernaut for any significant amount of time without having some Scorpion or Shaft take you out with one shot/salvo.

I agree, the Juggernaut as a tank is pretty weak. It can get destroyed in mere seconds in so many ways when people play carelessly with it, and because there's so much broken equipment in the game that deals so much damage. Juggernaut HP needs a rather generous buff - Perhaps at the cost of OD charge speed. But this is only if protection modules get disabled for the juggernaut user. 

A side-note would also be how people become juggernaut - because it is truly, irrefutably obnoxious to end up on a team where a few people who die all the time end up becoming juggernaut over and over - pretty much losing the entire battle with no resolve to it. Personally i'd prefer seeing the juggernaut distribution work in a similar way to how Solo JGR works. It would work like so; the next juggernaut is randomly selected upon the death of the previous one. Where the player would get a warning of self destruction, informed prior that they were the next juggernaut. It will stop the same people from getting it over and over again, especially those who can't help but stand in the firing line and not doing anything to even remotely contribute to the battle. 

Edited by Annihilation
Extra stuff.
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On 9/22/2022 at 6:12 PM, Maf said:

I'd support this only if it's accompanied by some other buff to make Juggernaut stronger. At the moment it's nearly impossible to last with Juggernaut for any significant amount of time without having some Scorpion or Shaft take you out with one shot/salvo.

Just use my strategy, stay behind a tall structure to avoid any scorpion locking on, stay out of sight to avoid any long range hits like shaft, and stay there and let them come to u. you have infinite supplies and they don't. and btw this isn't called camping, its called tactical opportunity to strike at the precise time.

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6 hours ago, DragonKnight_Fighter said:

Just use my strategy, stay behind a tall structure to avoid any scorpion locking on, stay out of sight to avoid any long range hits like shaft, and stay there and let them come to u. you have infinite supplies and they don't. and btw this isn't called camping, its called tactical opportunity to strike at the precise time.

I gave Scorpion and Shaft as an example, but there are multiple other turrets that can quickly destroy you as well. Hyperspeed/Vaccum Thunder, Helios Rico, and pretty much anything paired with Viking. In most cases, protection against certain turrets is essential to give you any chance of lengthy survival.

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On 9/19/2022 at 6:16 AM, Annihilation said:

It is atrocious in battles when somebody with maxed protections, armadillo, or worse of all - spectrum,

Why would you think this module is the worst to up against? After all there are many players who say it is relatively weak in battle, begs the question why they use it then!

You are of course correct. This module was broken (legal hack like paladin) way before all the other OP broken trash entered the game and that is why players use it, no other reason.

On 9/23/2022 at 5:56 AM, Annihilation said:

the Juggernaut as a tank is pretty weak.

No it's not. There are numerous factors why a jug player gets taken out quickly.

1 Useless player.

2 Weak G/S player.

3 Team around the jug.

4 Strength of enemy team, etc, etc. 

On 9/23/2022 at 5:56 AM, Annihilation said:

Juggernaut HP needs a rather generous buff

Maybe a slight buff.

 

On 9/23/2022 at 5:56 AM, Annihilation said:

Perhaps at the cost of OD charge speed. But this is only if protection modules get disabled for the juggernaut user. 

So you want to buff jug, but disable it's protections and nerf it's OD charge up time???

 

On 9/23/2022 at 5:56 AM, Annihilation said:

because it is truly, irrefutably obnoxious to end up on a team where a few people who die all the time end up becoming juggernaut over and over - pretty much losing the entire battle with no resolve to it

Agree with this. So annoying to see useless noobs become jug over and over again.

 

On 9/23/2022 at 5:56 AM, Annihilation said:

the next juggernaut is randomly selected upon the death of the previous one. Where the player would get a warning of self destruction, informed prior that they were the next juggernaut.

Bad idea. This happens to me i instantly exit. Why should i have a death against me for no reason. What if i'm setting myself up to kill enemy jug with a overdrive and i get the warning that i'm going to self destruct, not a chance i'm having any of that.

 

On 9/25/2022 at 3:29 AM, DragonKnight_Fighter said:

Just use my strategy, stay behind a tall structure to avoid any scorpion locking on, stay out of sight to avoid any long range hits like shaft, and stay there and let them come to u. you have infinite supplies and they don't. and btw this isn't called camping, its called tactical opportunity to strike at the precise time.

This is by far THE most sensible bit of advice ANY mod has given in about 10,000 years. Better make that since the beginning of time.

This is sound advice and any jug player would do well to follow it if they are not a supremely confident and gifted jug user.   

Edited by TargetXAcquired

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On 9/25/2022 at 2:21 PM, Maf said:

I gave Scorpion and Shaft as an example, but there are multiple other turrets that can quickly destroy you as well. Hyperspeed/Vaccum Thunder, Helios Rico, and pretty much anything paired with Viking. In most cases, protection against certain turrets is essential to give you any chance of lengthy survival.

Hyperspeed shells - yeh that augment is dangerous in long range maps, best is to hide
Vaccum thunder - kill them before they kill you 
Helios rico - get rico prot 

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I'm unsure of any details, except that I'd love if matches in this mode became a chaotic, desperate defense for a small team of tanks againsts an attacking horde of zombie-tanks, which only use some sort of short-range weapon.

If it's not fun to play as a zombie, perhaps they can be bots (bots are planned), or a mix of bots and players.

It could be fun if you could build barricares to stop the zombies, which they can tear down.

Of course IMO the map should look dark and scary to really give you that spooky feeling, togheter with a new and terrifying engine noise for the "zombies".

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A tanks vs. "zombie tanks" battle mode

I'm unsure of any details, except that I'd love if matches in this mode became a chaotic, desperate defense for a small team of tanks againsts an attacking horde of zombie-tanks, which only use some sort of short-range weapon.

If it's not fun to play as a zombie, perhaps they can be bots (bots are planned), or a mix of bots and players.

It could be fun if you could build barricares to stop the zombies, which they can tear down.

Of course IMO the map should look dark and scary to really give you that spooky feeling, togheter with a new and terrifying engine noise for the "zombies".

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 juggernaut should just have adrenaline augment as a permanent feature 

and juggernaut shouldn't have a delay on its overdrive. Its the juggernaut.

its so irritating dying during the delay to viking overdrive, helios, and scorpion spam.

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Hello Tanki Team!

 

   

   I like playing Tanki Online very much! I also play it with my friends and brothers. My account is named “InfiniteEnergy7”, and I am writing this to you because I would like some changes. 1.If you don’t mind, I would like to be added new battle modes, I and have thought of one: A battle without respawning; a battle with only one life, where you can still use supplies. I think that this mode will be an interesting one.

[edited]  Of course, the game nowadays is very interesting, and more interesting with the Special Mode battle. However, th Special Mode battle doesn’t stay forever, so that’s why I want new battle modes.

 

 

   O.K., thanks for reading this! Sorry if this e-mail was sent to the Support team, but I didn’t know where else to send it.

If the changes aren’t possible, I don’t mind, because Tanki Online is a VERY interesting game!

Edited by frederik123456
Note: I removed the second part of your post, as only one suggestion is allowed per post. If you wish to add the other one, feel free to create a new topic.

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