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On 11/3/2022 at 7:05 PM, TargetXAcquired said:

There is a 3RD option available. No paladins allowed in jug with their legal hack overdrive that was nerfed but still lets them dominate in battles.

Do you really only have a problem with Paladins in Juggernaut mode and not, say, the many Vikings in the lobby that directly lay down devastating damage in seconds? Paladins are often hardly a concern on their own as a Juggernaut salvo, which was made easier to use at close range, is enough to take them down. Simply being unaware of the presence of a Viking for a short time can result in a swift death. 

 

 

Edited by TheCongoSpider

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On 11/8/2022 at 11:36 PM, DaringDeer said:

Stadium TJR.  If you get locked you can't avoid the rockets.  Except in little cubby holes in center under ramps.

Not so. One can reliably dodge the rockets by hiding behind the barriers (note that they are not even in terms of size) at the top level of the... bleachers..? Anyway, this works both for the jug and any normal tank, just gotta hug that wall. Not sure if it's the elevation tricking the aiming system or just the distance entering the ballpark that Scorpion doesn't like - but whatever, it works. Of course, I believe that if the Scorpion locks onto you and fires from the middle of the map, it will hit you even there - but Stadium encourages camping so much that allowing a tank, especially one with a long-ranged turret to leave shelter and do its thing uninterrupted in the middle of the map is almost unheard of.

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On 11/8/2022 at 10:56 PM, DaringDeer said:

IMO it is not hulls and their ODs. 

Then what is it? Only joking. I no exactly what it is and hulls/overdrives are just a part of it.

On 11/8/2022 at 11:02 PM, TheCongoSpider said:

Do you really only have a problem with Paladins in Juggernaut mode and not, say, the many Vikings in the lobby that directly lay down devastating damage in seconds

I do not play jug very often, just on occasion as i find it a rather annoying game mode.

As for vikings being more of a problem than the legal hack paladin......nah, nowhere close.

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On 11/8/2022 at 5:58 AM, Kazareen said:

 Not enough cover, you say? A specific example then, please, as I do not recall any map where you cannot hide - of course, doing so can be harder on some and a detriment to the one playing the jug overall, but that's what a player uses their opportunity cost for when picking Scorpion as their turret; for JGR, while it shouldn't be deadly directly, it is oppressive - as it will become deadly the moment you start to ignore it. That said, I can see why this would make JGR as a mode less fun to those whom enjoy it; I for one have always disliked it, so cannot say much there.

There are many, like Barda, Stadium and Desert. Like I said, in many maps you barely have any cover so it's easy for enemy npc scorpion to lock onto you with the Explosive Warheads augment and damage you behind a wall or something. I've been playing a lot of TJR these days, most of them are won by the team that has the most number of scorpion + explosive warheads users.

Plus, sometimes you have no other option but to camp because your team might be full of 6000 GS players who can't turn their turrets and the enemy team might be full of players with 9999 GS, who can just lock onto you easily with Scorpion and kill you even when you are behind cover.

On 11/8/2022 at 5:58 AM, Kazareen said:

Can't see why exactly Vulcan would see such drastic gains from a hovering hull specifically, though that might be because I personally am used to keyboard controls through and through. If it works for you - great, but in my case Vulcan is not weakened by a tracked hull; rather, it allows more precision with Rubberized Rounds which are viable again thanks to a fairly recent projectile speed buff for the turret.

If you don't use RAT augment for Vulcan, your turret rotation speed reduces by a significant amount. This problem is more persistent for tracked hulls, as hovering hulls can just rotate their hulls or strafe left and right to counter this. So you're kind of forced to use RAT with Vulcan for tracked hulls, losing out on better options like Adrenaline, which you could have otherwise used with a hovering hull.

Not only that, but it's also easier to chase enemies who try to escape your bullets; you can also better avoid enemy shots. 
@TheCongoSpider can explain this concept much better than me.

On 11/8/2022 at 5:58 AM, Kazareen said:

 I did not mean to say that Cyclone and Scorpion are mechanically similar - rather, I meant that it takes a similar level of carelessness and/or bad luck to be hit by either.
 Hmm. Scorpion does indeed make JGR as a mode worse, but I think it is more so because it adds yet another way to besiege the target rather than its attacking capabilities themselves. Whether you like it or not, you must admit that Scorpion is, mechanically - quite unique indeed - and it follows that it would open up another way to deliver damage inaccessible to other turrets (tbf Magnum works on a similar but not identical principle, though).

I stick to my original statement - If you get locked on by striker cyclone, either you're a bad/mediocre player, have really bad luck, or the map was mostly without cover, like in Desert. (Or a combination of these)
If you get locked on by a Scorpion, a lot of times you just cannot avoid the salvo. You just CANT, and not because you're sitting in one spot only - It is sometimes really hard to see Scorpion shots coming at you.

 

On 11/9/2022 at 3:48 PM, Kazareen said:

Not so. One can reliably dodge the rockets by hiding behind the barriers (note that they are not even in terms of size) at the top level of the... bleachers..? Anyway, this works both for the jug and any normal tank, just gotta hug that wall. Not sure if it's the elevation tricking the aiming system or just the distance entering the ballpark that Scorpion doesn't like - but whatever, it works. Of course, I believe that if the Scorpion locks onto you and fires from the middle of the map, it will hit you even there - but Stadium encourages camping so much that allowing a tank, especially one with a long-ranged turret to leave shelter and do its thing uninterrupted in the middle of the map is almost unheard of.

You can dodge those rockets if the enemy is using Swarm augment. If the enemy is using some other augment like Explosive Warheads on the other hand, however, you end up getting hit.

If a normal tank gets hit so easily, imagine how hard it must be for the juggernaut.

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Sometimes I really don't feel like playing as the juggernaut in JTR, so it'd be nice if you could decline playing as it and pass the chance forward to another player.

To prevent players from passing forward the question endlessly to prevent the juggernaut from being spawned, it needs to be limited somehow, until the juggernaut spawns regardless.

Maybe it could work with a question to play as the juggernaut is given randomly to a player, who if they choose no, passes it forward randomly to another player. If no answer is given within a certain amount of time, the question is passed forward anyway. It can only be passed forward a certain amount of times before a juggernaut is chosen randomly by the match.

Having the question be sent randomly (instead of players choosing other players ) gives low-skill players a chance to be the juggernaut, and having the question be passed around a limited amount of times within the team (instead of a limitless amount of times within a time-window before juggernaut is chosen randomly) prevents a team from being overpowered by making sure that an unusually good player is the juggernaut every time.

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I think this is contradicting with the game mode. Tanki want any random player to be the juggernaut, having the wrong player chosen is one of the mode components. Also you can't not be the juggernaut, because this is also one of the mode parts.  In real, I see corrent TJR is broken, juggernaut tank should be giving to any random player (whether die or alive), everyone have to expect he will get the hull in whatsoever situation he is.

Your idea also has to be refined somehow, because the time you're answering the question and waiting another player answer the question is being counted from the other team. But as I said this can be refined like terminating the spawn immunity so no wasted time.

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Out of all the ideas I've posted over the years, this is one of the few I still want to see happen.

My reason is mainly when I play on mobile, I'm not as good with tracked hulls as I was on pc. So if I became jug and end up dying, it'll make me feel kinda bad for my team and even more so if it causes the team to lose the battle.

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it should be impossible to get a draw in control points.

if the points on both sides are the same when time runs out then whichever team controls the most points at that time should win.

doesnt every map have an odd number of points to control?

or even better how about an overtime mechanic just like the majority of games in human history? can you manage that?

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I just got a draw in my last CP match yesterday and had been frustrated ever since.

We did an awesome clutch of coming back from 12-21 and then draw of 16-16, our team did an awesome job at the end, but it still ended in a draw, and that was quite disappointing for me.

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I think it's fine for games to end in a draw. The only annoying thing about it is if there's a mission to win battles, so ending in a draw does no good for anyone.

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Tanki: "let's take the mode that was so unpopular that we dropped it completely, and offer it as a "special celebration""

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.
 

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?

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The idea is pretty simple and that is to introduce mode very similar to esport match format. 

In this mode everyone(in same team) will have different equipment and they will be assigned randomly. Not only that, but this weapons will be distributed similarly, what i mean is that if one team has 2 close range turret, 3-mid, 4-long, other team will have 2,3,4 respectively too. Or quantities may be altered in a little way so that difference doesn't become too big. Same way with hulls. Also this equipment will be balanced just like in esport mode. Drones may be included or may not, but if they are, they are distributed in same way as weapons. If augments are included, they must be from same categories, that is if one team gets exotic augment, other team gets it too. But personally i think, it would be better if it completely followed esport and it didnt include both drones and augments, as well as protections.

The main point of this mode is to have as balanced game as possible.

Negative side may seem that players dont get to chose what weapon they use, but in reality every weapon has its benefits and fun side, so if player doesn't want to play with random weapon, he should just play different mode. 

If player decides to play this mode, he must be prepared that he will play with random turret and hull and accept it, not troll with it. 

To make sure that players don't abuse mm system or troll in this mode, in case they dont get weapon they want, simple solution of introducing penalty system will solve. Penalty system must be strict. that is if player leaves battle before it finishes he wouldnt be able to enter same mode lets say for 5 mins and it will increase rapidly if same behavior is persistent from jumping from 5 min to 1 hour to 1 day to 1 week, 1 month and so on. however if player had good reputation it may be less strict if logging out was purely random accident(internet problems, or electricity, or parents calling :DD). And to make sure players dont troll, vote system must be sufficient and if most team(or maybe even opposing team, because in this mode everyone wants fair battle) votes for a player which trolls, system will activate.

There is one more important note i want to make about this mode. I am not sure how many will want to play it so this mode will make possible to have even 1v1, 2v2, 3v3 and so on. What i mean is that we introduce waiting system. that is, suppose there arent enough players to put a match of lets say 10 vs 10. instead it will put 2 players it finds first gives them equipment of same range and puts them in battle and it begins. then if 3rd person is found, it doesnt put it immediately, instead it waits for 4th player and when he is found, system waits for sign that both players are ready to join and puts them at same time as to avoid some having internet problems and one team playing 2 vs 1 for some time. And it will fill map in this way. of course if there are many players in queue, system may put several players at once. Also if there arent many players who search for new battle, system may create even small maps(which arent in ordinary MM) like ping-pong or zone and instead fill it. 

As bonus, this mode may include other maps that arent currently in MM.

Its important to note, that this may very well become first competitive mode in tanki online so introducing new maps and maybe weapons to which player isnt used to yet is important part of this mode.

___________________________________________________________________________________________________________________

If this mode is created, here are several improvements, which may be added at later date:

1. You may introduce ranking system, if too many players like this mode and there are many who play it.

2. if many play this, you may introduce priority queue, which will allow players to choose which weapon they prefer to which. for example i may place it like this hammer > rail > thunder. however it still wont be certain if player will be given most preferred one, it will only be case if other same player is found. or it may be sorted in a way middle > long > close.

3. instead of giving hulls and turrets randomly, you may create combos of hulls and weapons for whole team that goes well on the map they currently play

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On 1/15/2023 at 9:38 PM, Maf said:

I think it's fine for games to end in a draw. The only annoying thing about it is if there's a mission to win battles, so ending in a draw does no good for anyone.

Or they could add this function : people in 1st place in both teams will complete that mission regardless of the result of the battle

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On 1/22/2023 at 8:55 PM, DragonKnight said:

Or they could add this function : people in 1st place in both teams will complete that mission regardless of the result of the battle

I think everyone should complete the mission as long as the result is not 0-0.

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On 1/15/2023 at 12:59 PM, master_howitzer said:

 

doesnt every map have an odd number of points to control?

 

Chernuska, I believe, only has 4 capture points. The rest either have 3, 5 or 7.

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On 1/15/2023 at 2:59 PM, master_howitzer said:

it should be impossible to get a draw in control points.

Its possible to draw even if the map has 3 points basically by the time but its also possible and very rare to happened to get a 50-50 draw in map.

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@Maf no its not fine that the game ends in a draw. its called overtime and this game needs it badly.

and in control points it should be whoever owns the most points when the timer runs out is the winner (if the score is tied)

the only reason I can think of why you disagree is: you're a game dev and you dont want to put in the effort to fix this.

why dont you take another shortcut as usual with game development and just get rid of the "be on the winning team" mission

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On 1/24/2023 at 12:36 PM, master_howitzer said:

its called overtime and this game needs it badly.

Why does the game "need it badly"?

If the "be on the winning team" mission is removed completely, does the game still need overtime?

On 1/24/2023 at 12:36 PM, master_howitzer said:

the only reason I can think of why you disagree is: you're a game dev and you dont want to put in the effort to fix this.

I'm not a game dev. I'm not strongly disagreeing with the idea that overtime should be added, but I believe that having the game end in a draw isn't a problem in itself. In fact, it's actually quite a cool experience when both teams spend 15 minutes fighting it out, but the game is so well balanced that the score ends in a draw, especially in modes like CP or TDM, where ending on the same score is quite unlikely. The game ends with no losers.

Literally the only problem with a tied result is that no one gets to complete their "winning team" mission.

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@Maf yeah get rid of the winning team mission. also what a silly thing to strongly disagree about. I am certain you have some ties with the game devs and they are feed you lines about how much effort they want to put in their game. I have put so many ideas in this forum and you have have spit on all but one. 

Remember when I complained about uranium striker ruining juggernaut mode years ago? They did nerfed that, but not soon after I complained about it. It was months and months of misery if you tried to play juggernaut mode. Uranium strikers littering the place, all of them with protection modules on from themselves. Something similar but 5x worse is happening in juggernaut mode right now with a certain turret resembling striker. 

I have so much to complain about regarding the balance of this game and how much damage and damage per second little timmy and his friends are getting with certain turrets, augments, and drones in the game, but it is a giant waste of time. You will be there to pour water on my fire. and the game devs intentionally made this atrocity so they wont undo it.

So instead I try to suggest smaller ideas that make perfect sense like overtime and here you are "strongly disagreeing" with it. Youre a representative of the game devs.

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

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PS

draws happen more often then you think. There is a high chance of a draw if the game isnt landsliding in one direction because of organized heavy buyers and their overbuffed setups in group on a discord call versus a bunch of casual solo players like myself who have never have used the group play mechanic. 

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Personally the DM modes are really enjoyable, whenever there is an event going on I often play quite some DM matches. Having a different gamemode introduced (such as racing, as you suggested) would be nice too, I don't mind something else for a change. 

If this is mostly about the extra gold drops, then I think there is a different problem going on here instead.

Temporary solution: go for kills instead and aim for clustered tanks, most gold fanboys use Hopper so it should not be too hard to get some battle score out of them. 

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

and here you are "strongly disagreeing" with it.

d63edd9af879f866baea5e3c5b506959.jpg
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On 1/24/2023 at 3:48 PM, Maf said:

[...] I'm NOT strongly disagreeing with the idea [...]

 

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