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I would say there's good reasoning behind it, for example, if you're to play a 15 minute game, to then draw, it can get a bit frustrating to get your missions out the way. Although I think removing that option would also get rid of a 'competitive' side to Match Making. (Which I enjoy and motivates me to win the next game)

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Hello I have a suggestion for Matchmaking, 

I hope you all guys know the game Valorant or CS:GO.

Well to make eSports more interesting you can add the Sport Mode to the Matchmaking format.

For example: You can queue in a lobby with 4 other players and pick your Hull first and then your Gun (Ares, Thunder)

It´s competitive and Players will have more interest in eSports. And if this works out, you can even add a Ranking System (Silver, Gold, etc.)

Im writing this because I get bored in Matchmaking and I want it to be more competitive.

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On 2/23/2023 at 11:05 PM, Not.Mert said:

Hello I have a suggestion for Matchmaking, 

I hope you all guys know the game Valorant or CS:GO.

Well to make eSports more interesting you can add the Sport Mode to the Matchmaking format.

For example: You can queue in a lobby with 4 other players and pick your Hull first and then your Gun (Ares, Thunder)

It´s competitive and Players will have more interest in eSports. And if this works out, you can even add a Ranking System (Silver, Gold, etc.)

Im writing this because I get bored in Matchmaking and I want it to be more competitive.

I'm sure the general idea has come around if not on the forums, on one of the many social medias! Although, I agree! A competitive level to the game would be interesting to say the lest (obviously alongside the esports games), one which could be playable whenever a player would like to queue, just like the current matchmaking system. :biggrin:

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On 2/24/2023 at 1:05 AM, Not.Mert said:

Hello I have a suggestion for Matchmaking, 

I hope you all guys know the game Valorant or CS:GO.

Well to make eSports more interesting you can add the Sport Mode to the Matchmaking format.

For example: You can queue in a lobby with 4 other players and pick your Hull first and then your Gun (Ares, Thunder)

It´s competitive and Players will have more interest in eSports. And if this works out, you can even add a Ranking System (Silver, Gold, etc.)

Im writing this because I get bored in Matchmaking and I want it to be more competitive.

Just read my post above yours

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Or it could have some other Tanki-ish name.

How it could work:

One team (the attackers) has to take control over a set of CPs, which the other team (the defenders) tries to prevent. The CPs are in 3 sets of lines, and attackers must take over the 1st line to get access to the 2nd and so forth. The defenders can't recapture lost CPs but can prevent them from being taken over by being in the CP. The attacker team is, to some extent, larger than the defender team. For balance, the CPs have protective walls, especially spawned for this game mode, to help the defenders defend them. The last line of CPs to take over could be just 1 single CP to make the fighting more intense in the final part of the match: the defenders entire team spawn near this one CP, while the entire attacker team attacks it. The attackers may also spawn closer to the last CP at this point.

What I'd like this gamemode to feel like playing:

For the attackers I'd like it to feel crazy, chaotic and violent to attack, because there's no punishment for dying (unlike in Assault, if you carry a flag) and the best way to take over the CPs is to overwhelm the attackers with superior numbers. For the defenders I'd like it to feel intense, stressful and like you get pushed to your limits, trying to fight off the many incoming attackers. The defensive walls helps a lot however and makes it possible to get massive amounts of kills and even hold off the attackers if they play well, despite their superior numbers.

What makes it different from Assault?

First, because when the attacker carry a flag and are punished for dying, they are motivated to play carefully when they attack. I want the attackers to play ruthlessly, with no concern for themselves. Second, many in the attacking team in Assault will stand around the flag spawns to wait for a new flag, and not attack. I want an entire team to attack in an overwhelming force.

A drawing of "Onslaught"

KH0VPLT.png

Edited by ekf

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Gameplay feels too similar to existing modes, to be honest. Anyway, devs currently don't plan to add any more game modes besides, possibly, an "Escort" mode.

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uhh honestly it sounds more like "Rush" from Battlefield franchise, i don't see where you're getting the bomb-cart from.

The only difference is that on Battlefield, the attacking team has plenty of vehicles to attack with, while the defending team's ones are limited (on maps that allow it). But that's not something i'd implement on TO where the balance is non existent already.

And i agree that Assault is legit the worst gamemode in the entire game. needs to be reworked or removed entirely.

Edited by JustBlackWolf

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On 2/25/2023 at 7:14 PM, JustBlackWolf said:

uhh honestly it sounds more like "Rush" from Battlefield franchise, i don't see where you're getting the bomb-cart from.

The only difference is that on Battlefield, the attacking team has plenty of vehicles to attack with, while the defending team's ones are limited (on maps that allow it). But that's not something i'd implement on TO where the balance is non existent already.

And i agree that Assault is legit the worst gamemode in the entire game. needs to be reworked or removed entirely.

I agree that Assault is the least fun gamemode. It also seems badly unbalanced, whenever I play it it seems like 4 out of 5 times the attackers lose. But even when both teams are competitive, it's not very fun, and attacking with a flag is quite nervwrecking because you hurt your team so badly if you die.

On 2/25/2023 at 6:14 PM, Maf said:

Gameplay feels too similar to existing modes, to be honest. Anyway, devs currently don't plan to add any more game modes besides, possibly, an "Escort" mode.

I guess there's little chance of the devs taking notice but sad you think so. The escort mode sounds promising though!

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Been thinking about how it would be awesome if Tanki created a mode of racing.

You could race on the roads of the map, there would be walls of  arrows pointing you to the track, and you could even pick up Nitro/Boost

and activate it using the Shift key.

Honestly Alternativa games have all the resources like GT skins and graphics to make one great of a racing game.

Here below is the idea on how Nitro would spawn on track

(I couldn't make the actual supply animation of spawning, it suits better and faster, but you get the idea)

jWfhiH8.gif

https://www.youtube.com/watch?v=z6PFiZ6fYkI

 

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The new mode would be called "Arbitrary" and it would consist in the fact that you could set anything there, i.e.:

On/Off Gravity (Or even better, gravity levels),

On/Off Devices, including those you don't own, you could play with all devices there,

On/Off Possibility to play only selected hulls/turrets/devices/drones (i.e. turning off some ca/wi/devices/drones according to your own idea)

And all the settings that are already there

Advanced Features

Possibility to change hull mechanics,

Changing the range and damage of a given turret,

Own devices (customized e.g. Disruption On, EMP On, Arson Off),

Custom overdrives (e.g. Jumping Titan, Wasp EMP, etc.)

(And others I haven't thought of, write in the comments)

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On 2/7/2023 at 4:44 AM, ekf said:

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.

I like the idea, I think it would be better if there were control points that opened doors for the attackers, that would be how they progress through the map. It would most likely end when the attackers take the final point or the defenders hold their ground the whole round.

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I have an idea.

How about a game where everyone on both teams has a similar gear score.

That might be a really interesting mode to try.

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On 1/17/2023 at 8:57 PM, TheWolf said:

 

On 1/22/2023 at 12:39 AM, avengeful said:

 

On 1/15/2023 at 6:29 PM, master_howitzer said:

 

On 1/26/2023 at 10:22 PM, muzamil said:

 

On 2/7/2023 at 9:26 PM, muzamil said:

 

On 2/15/2023 at 10:34 PM, Jaden_Master_XXX said:

 

On 2/17/2023 at 10:39 PM, PirateSpider said:

 

On 2/25/2023 at 1:11 PM, ekf said:

 

On 3/7/2023 at 3:24 PM, CHOWCHOWsniper said:

 

Topic Merged

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A match start with 2 teams: Team A gets to use their choosen hull/turret combo as usual, Team B don't and have all the same short range fast hull combo - perhaps Wasp/Firebird.

Every time a member of Team A dies they'll spawn as a Team B member (with the same turret/hull combo as everyone else). Team B wins when no members are left of Team A, and Team A wins when at least one of their members are still alive by the time run out.

Of course there could be all kinds of tweaks for balance reasons, like whether Team B is too powerful with supplies and ODs, or if Team A members can die more than once, etc.

For variation there could also be different turret/hull combos randomly selected for Team B (everyone has the same though). Them always having short-range turrets seems the best to me though.

What do you think?

Edited by ekf

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It's a cool idea and I've seen it implemented with other games. But what's the point of forcing one team to use a specific combo? And why not make it so that both teams can convert enemies to their team by killing them, so that it becomes a constant back-and-forth that's equally fun for both teams?

It does require development of a new system that allows dynamic team switching, which could be complicated, but it's a really fun idea for an event game mode, much like Arms Race.

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On 4/5/2023 at 10:47 PM, Maf said:

It's a cool idea and I've seen it implemented with other games. But what's the point of forcing one team to use a specific combo? And why not make it so that both teams can convert enemies to their team by killing them, so that it becomes a constant back-and-forth that's equally fun for both teams?

It does require development of a new system that allows dynamic team switching, which could be complicated, but it's a really fun idea for an event game mode, much like Arms Race.

Yeah, I too don't think it'd be suitable for a regular game mode, but it sure would be fun as an event game mode.

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On 4/6/2023 at 7:47 AM, Maf said:

It's a cool idea and I've seen it implemented with other games. But what's the point of forcing one team to use a specific combo? And why not make it so that both teams can convert enemies to their team by killing them, so that it becomes a constant back-and-forth that's equally fun for both teams?

It does require development of a new system that allows dynamic team switching, which could be complicated, but it's a really fun idea for an event game mode, much like Arms Race.

Forcing one team to use short range turrets is to make them easy to kill despite having more numbers than the other team, and to make them attack and die recklessly, like a horde of zombies, since there's no punishment for them dying. It would make the match more intense for the other team, especially when they are fewer in numbers.

That "arms race" could also be a fun gamemode but it's not quite what I wanted here. I wanted a gamemode inspired by the Call Of Duty zombie games, where it gets harder and harder to survive as you get closer to winning. Also so that at the last stages of the match you're in a small group of bad-ass survivors, the best members of the team, trying to survive against a huge swarm of enemies, and every time a member dies it's a big blow because they're never coming back.

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On 4/6/2023 at 11:56 AM, ekf said:

Forcing one team to use short range turrets is to make them easy to kill despite having more numbers than the other team.
[...]
It would make the match more intense for the other team

So how is that fun for the players on the "swarm" team?

On 4/6/2023 at 11:56 AM, ekf said:

Also so that at the last stages of the match you're in a small group of bad-ass survivors, the best members of the team, trying to survive against a huge swarm of enemies

I haven't played CoD zombies, but I imagine that the zombies are server/computer controlled bots, while the players are the ones defending against them. Everyone wants to play as the powerful badass, fending off wave after wave of mindless hordes, but who's gonna want to be part of the horde itself?

That's why this mode would work far better if both teams are equal, or if the "horde" part is made up of actual bots (as we know, bots in tanki are already in the works).

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On 4/6/2023 at 11:32 AM, Maf said:

So how is that fun for the players on the "swarm" team?

I haven't played CoD zombies, but I imagine that the zombies are server/computer controlled bots, while the players are the ones defending against them. Everyone wants to play as the powerful badass, fending off wave after wave of mindless hordes, but who's gonna want to be part of the horde itself?

That's why this mode would work far better if both teams are equal, or if the "horde" part is made up of actual bots (as we know, bots in tanki are already in the works).

You have a point. I was thinking that I see lots of players who use fast hulls with short-range turrets, who do die a lot and play very recklessly, so that many players might enjoy playing like that. I enjoy it myself in small doses, even if I die a lot. But I'm sure you're right, unfortunetly.

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Hi,

Juggernaut mode is being abused by a lot. This very powerful tank can be used in good and in bad. 

The current state of the mode is horrible in real!  My revising:

  1. The tank should be given randomly to any of the players, not only the ones who have died recently.
  2. Players who leave after losing the Juggernaut should have their probability of accessing the tank down by 50% in next battles!
  3. Players with exceedingly high GS than others shouldn't be able to control the Juggernaut as first!
  4. Massacre must be removed
  5. When Juggernaut player exceed 20+ kills or 7 minutes it will die automatically

This makes the mode closer to murder mystery, and fix its main problems!

My reasoning behind every revisement is: #1: Every player entered the mode with a hope of accessing the tank. It's completely unfair to have the tank given only to who recently died, which just gives unjustified distribution of the tank between players! Also this implies directly that the more you die the higher a chance to get the tank. And this will solve the problem of intentionally suiciding in the mode.

#2: This is just irritating. Someone abuse the tank and kill everyone, then quickly leaves after dying? This must be prohibited with a bold statement, not just reducing their chance behind the scenes.

#3: One of the most obvious defects of this mode is the high GS players who kills everyone with no possibility to die with this tank. This is irritating and is an obvious abuse. Coincidentally, these players are mostly seen as the first ones who takes the control of the tank! With definitely not a chance of leaving it for another. Thus prohibiting them secretly from being the first ones to control it will solve the problem!

#4: Massacre is a long map, you have to go a long way to reach enemy Juggernaut, surpassing many defenses. The only way you can kill enemy Juggernaut is when your team is just superior to the other. Not in balanced teams.

5DT5bHW.png

Edited by firety31
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On 5/14/2023 at 7:42 PM, PirateSpider said:

There should also be a pop up that asks you if you want to be the jug. If you accept then you'll be the jug. If you decline then it'll ask the next player.

No. Everyone who entered the Juggernaut should be ready to access the tank at anytime. They should know that at any moment they may get just immediate SD, even at gold time.

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On 5/14/2023 at 11:23 AM, firety31 said:

No. Everyone who entered the Juggernaut should be ready to access the tank at anytime. They should know that at any moment they may get just immediate SD, even at gold time.

Well, then enjoy seeing jugs self destruct the instant they spawn. ?‍♂️

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