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On 5/15/2023 at 6:01 AM, firety31 said:

So many things can go wrong with that idea.

First off if someone really does not want to be jug, they'll go so far as to sabotage their teammates and let the enemies kill them.

Second, a jug can just abuse the self destruct zones.

Third, it'd be a waste of time because as a jug, you can't complete certain missions.

 

Therefore its better to just have an option to decline the offer of being the jug.

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On 5/13/2023 at 11:10 AM, firety31 said:

My reasoning behind every revisement is: #1: Every player entered the mode with a hope of accessing the tank. 

Not everyone. There are players that go into the mode with combos specifically tailored to killing enemy Juggernauts or protecting thier own. I am the latter, and while I have an advantage of having a bit of horizontal auto-aim on the Terminator's Railguns, I have the disadvantage of uncomfortable mobility and a major weakness to 4 relatively common turrets in the mode - Smoky, Railgun, Hammer and the enemy Terminator. I try to avoid becoming the Jug because I am much more suited being its caretaker. 

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On 5/15/2023 at 7:11 PM, PirateSpider said:

First off if someone really does not want to be jug, they'll go so far as to sabotage their teammates and let the enemies kill them.

Second, a jug can just abuse the self destruct zones.

Third, it'd be a waste of time because as a jug, you can't complete certain missions.

You came with a good points in real, better than the points that came in that topic. Waiting for other responses?

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On 5/15/2023 at 9:38 AM, firety31 said:

You came with a good points in real, better than the points that came in that topic. Waiting for other responses?

@TheCongoSpider Came up with 2 more. One was desired roles. For example, you are the the main healer for the juggernaut, which is the reason your juggernauts survive such a long time despite taking heavy damage from the enemy. Then you become the juggernaut, and no one is able to heal you. You die and have to respawn, the team is practically disorganized in this period of time, another juggernaut dies. The enemy just got 2 points in a span of 10-15 seconds. A similar case can be made for juggernaut protector.

For juggernaut killer, if they don't keep killing the enemy juggernauts then it increases the chance of your juggernauts dying.

 

The other point he made was about uncomfortable controls especially on mobile. Using tracked hulls is more difficult on mobile than using hovering hulls on mobile. It gets worse when you don't have the most comfortable control settings. I'm not sure if pc players experience this too, but the impact force is so brutal on mobile. And lets not forget there's no options button in the pause menu of mobile battles.

 

There's one more point I want to add. What if something urgent came up and you're the juggernaut? What do you do then? Do you ignore the urgent thing and continue playing? Do you risk possibility of being considered a multi or sabotuer, even get your account blocked and focus your attention on the urgent matter?

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On 5/13/2023 at 5:10 PM, firety31 said:

Massacre must be removed

I like how off-topic this statement is, yet I totally agree with this

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About what you wrote, well:

On 5/13/2023 at 5:10 PM, firety31 said:

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

Randomly to any of players? Hmm, maybe there will be an experiment with Juggernaut mode, which included first suggestion.

About secound one, this is annoying and weird that after dying as a Juggernaut that player who was him leaves (probably rage-quit). But how to decrease the probability of accessing Juggernaut by 50% in next battles?! Maybe it wouldn't be that bad to reduce amount of damage dealt to Juggernaut after joining a battle, when in the previous one that player left after dying as Juggernaut.

Third one, uhmm... how high GS makes players get a Juggernaut as first? In the beginning those who joined when Juggernauts spawns and one of the joining players gets it, it's not always those with high GS. 

Removing Massacre?! Maybe only from getting this map in Juggernaut mode, but completly remove. No. Yeah, it's kinda annoying to see Shafts or Scorpions and their rockets, that's why I would recommend using protection modules against those weapons.

Ok, about that:

On 5/13/2023 at 5:10 PM, firety31 said:

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.

About first point, sucides on Solo Juggernaut makes no sense. About Team Juggernaut, this may be annoying, but how to stop it?! I guess it's too complicated to stop it and I don't think something like that will be in the game.

Secound point. Well, as you said, there should be 50% decrease the probability of being Juggernaut. Prohibit such situations? I don't think it's possible. Some players are just like that...

Third point. Sometimes higher GS doesn't mean it's impossible to defeat the player who controls Juggernaut and has higher GS. The higher your GS is, the stronger you are as a Juggernaut (the statistics are higher when GS is higher). But well, some players can play very well with Juggernaut and that's why they are defeated many minutes after getting that "super-tank". Some players are not good at playing it and it's logic they die most often.

Fourth point. Yeah, Massacre is not a good map to play Juggernaut, if it would be possible I hope on this map it won't be allowed to play TJG there)

I think the only problem with Juggernaut in Solo Juggernaut is that "super tank" is really weak. Not because of damage inflicted to enemies, but due to low HP. I have even killed Juggernaut 1 vs 1 using Shaft with Heavy Capacitors + Dictator and Booster drone, I had 9999 GS. I've dealt about 9000 with sniping mode and 2 times about 2000 damage with arcade mode (Yes, I used Dictator's OverDrive), enemy Juggernaut had about 9070 GS, so if Juggernaut with GS about 9000 has about 13000 Health Points ( inferring from the damage inflicted) then this is ridiculous!! When I was playing Solo Juggernaut, I felt that I was playing regular DeathMatch battle. I was fighting Juggernaut only to save supplies. About Team Juggernaut, it's also annoying that there are many Isidas that heal their own Juggernaut, which makes him unstoppable. That's why I thought if the healing power for Juggernaut could be decreased, especially for "critical healing" effect, which heals a lot of HP.

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On 5/15/2023 at 2:08 AM, PirateSpider said:

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

Maybe players should be given the option to decline spawning as the Juggernaut: instead of instantly spawning as the Juggernaut, a question appears: "Play as the Juggernaut: yes or no?"

Everyone is given an equal chance to play as the Juggernaut but players can also decline if they think they'd rather have a more skilled players in the team play as the Juggernaut, so there's a soft system that can make the more skilled players get the Juggernaut more often if that's what the team wants.

If no one says yes in a given time however, maybe the system will give the Juggernaut to the player who died recently or a random player. Otherwise a team might sabotage the match by saying no endlessly to make the Juggernaut never spawn.

Edited by ekf
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Sorry for going off-topic, but I had a crazy idea about the Juggernaut that I'd like to hear opinions about.

What do you think about if the Juggernaut had 1 or more "passenger seats" where players can control some sort of weapon? They can't control the Juggernaut's movements or main turret, just ride along and use an extra turret on the Juggernaut.

In this way more players get to enjoy the Juggernaut during a match.

They should be able to enter and exit these extra turrets at anytime, as it could get frustrating to ride along a Juggernaut that is bad. The turrets should aim automaticaly in the same direction all the time so you can aim independently of the Juggernaut's movements.

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If TO could put in bots in the game they could make a matchmode where players fights against "zombie-tanks" (controlled by bots). 

Zombie-tanks should probably use some sort of short-ranged turret(s), and could vary in difficulty: from a common and easily killed (low HP) zombie-tank, which is dangerous in large numbers, to increasingly rare and powerful ones, to boss-battles.

Because they are zombie-tanks, it would be ok I'd guess if the bots are pretty dumb and just chase after people. They're zombies afterall.

Matchmodes could be:

1. Horde-defense. The zombie-horde's attacks becomes more challenging in levels, with boss-battles and unique enemies spawning now and then. Not sure how a loss would be decided, but, how many levels can your team survive? Instead of defending one place, maybe you're supposed to stay at a new place (a CP) now and then, for variation.

2. Capture the zombie's flag. You must capture a flag in the zombie's spawn and return it to your base. It could be fun if some stealth-mechanics could be used in this mode.

3. "Minotaur" super-zombie vs players. Players tries to accomplish missions (take the flag for example) while one or a few almost indestructible super-zombie searches for them on a large map (like a minotaur in a labyrinth - when it sees you it makes a sprint to crush you). Would be fun with stealth-mechanics, where players can hide from the super-zombie. Could also be nice with a horror-vibe: night-time, relying on the sound of the minotaur to make out where it is, or have it make a scary noise when it charges after you. Could be creepy...

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On 5/16/2023 at 3:45 PM, Polski_Gracz_2 said:

Third point. Sometimes higher GS doesn't mean it's impossible to defeat the player who controls Juggernaut and has higher GS. The higher your GS is, the stronger you are as a Juggernaut (the statistics are higher when GS is higher). But well, some players can play very well with Juggernaut and that's why they are defeated many minutes after getting that "super-tank". Some players are not good at playing it and it's logic they die most often.

Fourth point. Yeah, Massacre is not a good map to play Juggernaut, if it would be possible I hope on this map it won't be allowed to play TJG there)

By prohibiting high GS players to take Jugger as first: I meant in the past when the Juggernaut starts at the start of the battle not after a minute.

But responding to this: First, we don't talk about exceptions. When we talk about an enemy Juggernaut who stays in the base (basic rule to follow) and grind infinity kills on you, with like 10+ failed tries, then this is obvious abuse. He may kill your armored Viking one-shot. There is no skills involved in being the underdog.

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On 5/17/2023 at 3:11 PM, ekf said:

Sorry for going off-topic, but I had a crazy idea about the Juggernaut that I'd like to hear opinions about.

What do you think about if the Juggernaut had 1 or more "passenger seats" where players can control some sort of weapon? They can't control the Juggernaut's movements or main turret, just ride along and use an extra turret on the Juggernaut.

In this way more players get to enjoy the Juggernaut during a match.

They should be able to enter and exit these extra turrets at anytime, as it could get frustrating to ride along a Juggernaut that is bad. The turrets should aim automaticaly in the same direction all the time so you can aim independently of the Juggernaut's movements.

Nice idea, I believe I have read a topic suggesting it before. But anyway I'm not much into it!

Well guys, I will edit the topic and add a fifth regulation for TJR mode right now.

Edited by firety31

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One team spawns with a few Juggernaut turrets on on their side of the map. The turret is stationary and sits on a small bunker. The other team doesn't have any such turrets and either win by destroying the enemy's turrets a number of times, or perhaps by capturing a flag that the turrets protect. To help them they have more players in their team than the team with the turrets have,  maybe 1 third or twice more players, depending on how many Juggernaut turrets there are.

The Juggernaut turrets need their teammates using normal tanks for help, because if enemies get too close to them they can't hit them because their guns are too high above the ground, making them vulnerable if the enemies manage to get close enough. They can heal themselves with the Juggernaut overdrive, which can also throw away enemies, and also be healed by Isidas and Overdrives. When a turret is destroyed it re-spawns after some time with a new player controlling it.

I'd love for the matchmode to feel really intense for the defenders, who has to fight off so many attackers at the same time. It should be balanced so that they can just about manage to kill all the attackers if all the turrets are online. The attackers have to use cover and distraction or rely on stealth to get closer, but once they get close enough the turret's base/bunker can become a small refuge for the attackers.

What do you think?

Edited by ekf

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On 5/13/2023 at 8:40 PM, firety31 said:
  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

1) Yes, i totally agree with this
2) Yes 100%, I hate JGR tryhards
3) Meh, I don't like this suggestion. This will make me not get JGR at all
4) YES PLEASE FOR THE LOVE OF HAZEL
5) Nah, will be unfair 

 

On 5/13/2023 at 8:40 PM, firety31 said:

5DT5bHW.png

Cool design 

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Currently the mode sucks in so many ways that I'm hoping to fix some of those:

 

1) turn on garage supplies and turn off protection modules.

While I like that augments, and drones are turned off. Having garage supplies turned off makes the mode incredibly boring and often times frustrating. And keeping protection modules turned on adds to the boredom and frustration since it gives players an unfair advantage.

 

2) randomize the turret order every time for everyone.

Giving everyone the same turret order every time just makes it incredibly boring. Instead it should be something like this:

Match 1:

Player 1 - freeze, scorpion, ricochet, thunder, etc.

Player 2 - shaft, hammer, smoky, isida, etc.

Player 3 - vulcan, firebird, railgun, twins, etc.

Match 2:

Player 1 - firebird, gauss, twins, striker, etc.

Player 2 - magnum, tesla, thunder, hammer, etc.

Player 3 - ricochet, smoky, isida, shaft, etc.

 

3) don't end the match once someone completes the B0-NK level.

Players wont have a chance to play with all the turrets in the match. So after completing the B0-NK level, the player should keep going.

 

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On 5/28/2023 at 1:33 PM, NikmanGT said:

Is it really an improvement or are you just bored with the mode ?

It truly is an improvement. The concept itself might have some potential, but the way it is right now is not it.

On 5/28/2023 at 5:51 PM, TheCongoSpider said:

The entire point of the mode is to go from first come to last come, though. ?

I mean having the same order gets boring very quickly. Its like having the same day to day routine.

Lets say all you do in your life is ; wake up, play tanki the entire day, and then sleep, repeat. Doesn't that get boring? Wouldnt you rather change it up a bit?

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I like the idea. Randomized turrets is kinda meh (not much of an improvement), but it would be nice to continue the battle even after someone completes the B0-NK tier. The way I see it is that either the game would just keep going until the timer runs out, or players would finish the battle individually, i.e. they would complete the final tier and leave the battle with their reward, but the actual battle would continue. The former option would be much easier to implement.

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On 5/28/2023 at 10:33 PM, Maf said:

Randomized turrets is kinda meh (not much of an improvement),

Maybe not, but it sure would be refreshing.

On 5/28/2023 at 10:33 PM, Maf said:

but it would be nice to continue the battle even after someone completes the B0-NK tier.

The way I see it is that either :

1) the game would just keep going until the timer runs out,

or

2) players would finish the battle individually, i.e. they would complete the final tier and leave the battle with their reward, but the actual battle would continue.

The former option would be much easier to implement.

That's pretty much the main reason why I made the idea. Players that enter first or get super lucky or both often finish the battle and the rest of the players don't get a chance to play with all the turrets.

So I do like either of these options. So I am interested in how option 2 will affect certain things. But I think option 1 might be a safer route.

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On 5/29/2023 at 10:46 AM, PirateSpider said:

So I am interested in how option 2 will affect certain things.

Well, it requires a complete rework of how a battle ends. Right now you have a timer or some finish criteria, and when either of those are reached, all action immediately stops and all players are sent to the end screen simultaneously. But with the new system, the end screen would have to happen separately for each individual player, which has serious implications for the connection between servers and players.

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On 5/27/2023 at 10:43 PM, PirateSpider said:

Match 1:

Player 1 - freeze, scorpion, ricochet, thunder, etc.

Player 2 - shaft, hammer, smoky, isida, etc.

Player 3 - vulcan, firebird, railgun, twins, etc.

Match 2:

Player 1 - firebird, gauss, twins, striker, etc.

Player 2 - magnum, tesla, thunder, hammer, etc.

Player 3 - ricochet, smoky, isida, shaft, etc.

Well; in my opinion "each match" should have a random order of turrets (similar to your idea) because things must be fair for all players.
>>Match 1:   smoky, freeze, magnum, thunder etc                                    >> Match 2:  scorpion, firebird, Vulcan, twins.

BO-NK to be the last to obtain.

 

On 5/27/2023 at 10:43 PM, PirateSpider said:

3) don't end the match once someone completes the B0-NK level.

Players wont have a chance to play with all the turrets in the match. So after completing the B0-NK level, the player should keep going.

I wish I had good "Kill stealing" Skills. Didn't get a chance with BO-NK Turret this time.

 

On 5/29/2023 at 1:52 PM, Maf said:

Well, it requires a complete rework of how a battle ends. Right now you have a timer or some finish criteria, and when either of those are reached, all action immediately stops and all players are sent to the end screen simultaneously. But with the new system, the end screen would have to happen separately for each individual player, which has serious implications for the connection between servers and players.

May be just set battle timer to 20 mins? Arms Race battles are by default 30 mins, but never seen any game finish due to time limit. Its always 15 mins left when a player has reached BO-NK.

Edited by CaptainKiller
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I agree with some of your ideas, but disagree with the second option. Turrets shouldn't be randomized, and if they get randomized they must be the same order for all players. B0NK shouldn't be in the pool, it has always to stay the last turret.

For the first suggestion, I completely agree. The mode is very slow and boring this way, they must replace Viking with Hornet. Hornet does have a lesser hitpoints and faster. Which give more grace for showing skills, running from enemies and finishing your kill before someone steal it.

Lastly, completely agree with the last suggestion. It's really frustrating when someone ends the battle as they get B0NK. We could also increase the kills limit of B0NK turret to make it 10. But, Maf's idea is better, definitely it doesn't need a lot of work as he exaggerate. I could learn programming today and implement it tomorrow if needed. 

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