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On 5/29/2023 at 1:52 AM, 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.

I mean things like for example the top 3, and winners team missions.

For those that finish early, would they be able to complete the winners team mission while the battle is still ongoing?

After the early finishers have left, those that are in the top 3 by the time the battle timer runs out, would they be able to complete the top 3 mission? And what about the early finishers?

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Despite the many downsides that arms race brought, what I really liked about it were that drones and augments were turned off, which was nice.

 

I think this should carry over to more event modes. Keep having drones and augments turned off.

I don't mind if overdrives and upgrades are turned on or off.

Only change I would make is instead of turning off garage supplies and keeping protection modules turned on, keep garage supplies turned on and turn off protection modules.

 

And while you're at it, can we have more smaller maps like highland, cross, sandal, sandbox, etc?

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Or just removing Floating Trashcan and all the buyer tryhards will not be playing in that mode because they can't use hull with hacks. And then it means there is no OP augments in event mode and people will have some fun with average augments they like. Drones can stay too to make the game fast paced and not OG tanki where TOP killer has 5 kills. Before you defend Floating Ls play any event mode with everything on and look what hulls ruin every event. I'll help you its 

1. Paladin

2. Hopper

3. Crusader

4. Ares.

must be just a coincidence TOP 4 most event ruining hulls are floating OP nonsense im sure.

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On 5/29/2023 at 10:02 PM, PirateSpider said:

Despite the many downsides that arms race brought, what I really liked about it were that drones and augments were turned off, which was nice.

 

I think this should carry over to more event modes. Keep having drones and augments turned off.

I don't mind if overdrives and upgrades are turned on or off.

Only change I would make is instead of turning off garage supplies and keeping protection modules turned on, keep garage supplies turned on and turn off protection modules.

 

And while you're at it, can we have more smaller maps like highland, cross, sandal, sandbox, etc?

I Definitely agree that Event Modes should be "Skill" Based ONLY.

 

>> Read this out for an idea similar to Arms Race

How about a game mode in which a player is equipped with COMPLETELY RANDOM Turrent & Hull after i.e. they are destroyed (or) after a certain amount of kills (or) after a certain time period i.e. every 2 minutes? (Will NEED to Debate for its criteria)

  • No Augment.
  • No Drone (But, Supplies should be Allowed).
  • No Protection Modules.
  • All pieces of equipment are Mk-7.
  • No Upgrades.
  • Overdrives allowed.

You start with the same equipment as your garage. The endpoint could be I.e 50 kills. (No Time Limit). As mentioned by @Kimura I am not a fan of floating hulls anyway so this game mode should be an attempt to feel like playing the ORIGINAL Tanki (Except with the Random Equipment Twist).

Edited by CaptainKiller
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On 5/29/2023 at 8:26 PM, PirateSpider said:

I mean things like for example the top 3, and winners team missions.

For those that finish early, would they be able to complete the winners team mission while the battle is still ongoing?

After the early finishers have left, those that are in the top 3 by the time the battle timer runs out, would they be able to complete the top 3 mission? And what about the early finishers?

There's rather simple solutions to those specific issues, but I don't want to get into it at all because there's absolutely no way this thing will be developed just for a single event mode.

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On 5/29/2023 at 9:10 PM, PirateSpider said:

I'll stop you right there. The answer is NO.

I won't stop right here. The answer is YES.

Either allow drones (1 supply boosted or crisis won't effect it that much) or turn off supply cooldowns. Because now with Brutus or no drone youre literally punished by being good and surviving for 30 seconds because all your drugs are on cooldown.

On 5/29/2023 at 9:04 PM, CaptainKiller said:

As mentioned by @Kimura I am not a fan of floating hulls

Don't worry Brah. You're not alone. 99% of tanki players are not a fan of those.

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It starts with all against all. Those who get a certain number of kills first "level up" and get boosted stats on their tank (hp, damage, speed and OD charge-up speed). Those who couldn't level up in time (the majority) becomes a team and fights against the leveled-up super-tanks, while the super-tanks are both fighting against the team and other super-tanks.

The more kills the super-tanks get the more they continue to level up and get their stats increased. They get more points for killing other super-tanks. The super-tanks that fall behind in points joins the team. The team keeps growing in size while the super-tanks becomes fewer but stronger. Not sure if the super-tanks can die only once or a number of times before they join the team- whatever feels fair.

The last super-tank alive spawns as a Super-Juggernaut and fights against all the rest of the players and has high enough stats that its balanced. If the Juggernaut is alive when the time runs out it wins, if it dies the match is over.

Edited by ekf

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@Kimura 

well you all might agree on these things I guess:

How to attract more players to Tanki and make events better :

already mentioned points:

1. no flying hulls

2. no augments

3. no overdrives etc . for better event modes

AND ALSO:

1. make JUGGERNAUT more powerful

Even if they do not increase damage or armor , they should atleast buff its overdrive

like activation delay , increase of charge etc.

JGR is mostly a joke nowadays

if you're a non-buyer or low rank player , you cannot stand a chance against the ultra buyers and legend rank players who have 9k+ gs

not only in JGR , but in all kinds of battle modes the rank balance is seriously not good and its almost like a recruit player and legend rank player is in the same battle

this is a really important point which determines the game's balance

but they say they are going to add bots to solve this issue .

do you people really think playing with bots will be same as playing with a real normal player?

just asking

 

 

 

 

Edited by Shift_Swift_Shaft

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Spoiler
On 5/30/2023 at 4:15 PM, Shift_Swift_Shaft said:

@Kimura 

well you all might agree on these things I guess:

How to attract more players to Tanki and make events better :

already mentioned points:

1. no flying hulls

2. no augments

3. no overdrives etc . for better event modes

AND ALSO:

1. make JUGGERNAUT more powerful

Even if they do not increase damage or armor , they should atleast buff its overdrive

like activation delay , increase of charge etc.

JGR is mostly a joke nowadays

if you're a non-buyer or low rank player , you cannot stand a chance against the ultra buyers and legend rank players who have 9k+ gs

not only in JGR , but in all kinds of battle modes the rank balance is seriously not good and its almost like a recruit player and legend rank player is in the same battle

this is a really important point which determines the game's balance

but they say they are going to add bots to solve this issue .

do you people really think playing with bots will be same as playing with a real normal player?

just asking

 

 

 

 

 

To attract players first you need to find a balance between F2P and P2P. Back in the old days it was balanced either at low-mid ranks or end-game. I guess if you can't balance it for every rank just make it low-mid rank then to make it beginner friendly. No a simpler UI or removing old features that new players don't know about is not making the game more friendly. And ofc advertising. Tanki can be a 100/10 game but if nobody knows it then whats the point?

For events it should always be some unique goofy but fun stuff.

1. Add DM to everyday MM (instantly solving the tryhard buyer problem.) You could rename Deathmatch to Hardcore even.

2. Make event's unique and interesting (not JGR Rugby type unless you want your playerbase to go to sleep). For example XP/BP, Fire/Wasp etc. ODs, augments can stay if it make sense in that mode.

JGR has a thin line between absurd OP and trash. I see no reason to buff it in TJGR since it's already getting healed by 3 isidas every match and half of the players suppose to protect you.

DM JGR should be buffed. No OD Delay and 2 times more HP probably because now buyer or not you leave the spawn and youre already low.

From what im seeing even when bots can't drive theyre already better than 50% of the players i meet so i think its a good edition. But we'll see to early to say.

Also nerf flying hulls because they're filled with unfair small features that add up and make it OP even if you take off ODs from them. 

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On 5/30/2023 at 4:29 AM, Kimura said:

Either allow drones (1 supply boosted or crisis won't effect it that much) or turn off supply cooldowns. Because now with Brutus or no drone youre literally punished by being good and surviving for 30 seconds because all your drugs are on cooldown.

And what's wrong with relying on your own skills rather than a certain drone or certain augments?

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On 5/30/2023 at 8:23 PM, Kimura said:
  Reveal hidden contents

 

To attract players first you need to find a balance between F2P and P2P. Back in the old days it was balanced either at low-mid ranks or end-game. I guess if you can't balance it for every rank just make it low-mid rank then to make it beginner friendly. No a simpler UI or removing old features that new players don't know about is not making the game more friendly. And ofc advertising. Tanki can be a 100/10 game but if nobody knows it then whats the point?

For events it should always be some unique goofy but fun stuff.

1. Add DM to everyday MM (instantly solving the tryhard buyer problem.) You could rename Deathmatch to Hardcore even.

2. Make event's unique and interesting (not JGR Rugby type unless you want your playerbase to go to sleep). For example XP/BP, Fire/Wasp etc. ODs, augments can stay if it make sense in that mode.

JGR has a thin line between absurd OP and trash. I see no reason to buff it in TJGR since it's already getting healed by 3 isidas every match and half of the players suppose to protect you.

DM JGR should be buffed. No OD Delay and 2 times more HP probably because now buyer or not you leave the spawn and youre already low.

From what im seeing even when bots can't drive theyre already better than 50% of the players i meet so i think its a good edition. But we'll see to early to say.

Also nerf flying hulls because they're filled with unfair small features that add up and make it OP even if you take off ODs from them. 

Yeah I agree abt the other battlemodes but if you are a f2p player , you aren't always lucky enough to get inside healers in tjr

 

And ofc your healing isidas cannot protect you from infinite magnums which use the official and legitimate aimbot to demolish  everyone and the jgr itself those buyers with crisis and flying hulls

 

Overall this Team version of all the battle modes like Tjr , teams AR etc. Ruin the originality of the gamemode itself like the 

Cool solo jgr , DM in common MM modes etc.

so DM and SJR should also be a permanent battlemode in MM to solve this issue ig

 

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On 5/30/2023 at 5:59 PM, PirateSpider said:

And what's wrong with relying on your own skills rather than a certain drone or certain augments?

I would like to see how much is your skill gonna help when you're drugless probably around 50% HP and a person spawns next to you with 100% HP and equips a double damage supply.

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On 5/30/2023 at 8:48 AM, Kimura said:

I would like to see how much is your skill gonna help when you're drugless probably around 50% HP and a person spawns next to you with 100% HP and equips a double damage supply.

Well, you die, you die. ?‍♂️

If you manage to kill the guy, then that's cool. If he kills you, then that's fine, its not the end of the world.

No one should be able to easily mow down like 8 or nine others in just seconds (excluding overdrives) like we are seeing in regular MM these days.

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On 5/30/2023 at 7:02 PM, PirateSpider said:

Well, you die, you die. ?‍♂️

If you manage to kill the guy, then that's cool. If he kills you, then that's fine, its not the end of the world.

No one should be able to easily mow down like 8 or nine others in just seconds (excluding overdrives) like we are seeing in regular MM these days.

The only drone that could make you "mow down" anothers is potentially Crisis in MAX Damage mode. Booster's boost might as well be 0% because it makes no difference anyway. Trickster's speed is not gonna help you kill the enemy faster same with Defender or Hyperion. If i know when to use certain supplies and how to survive for 30+ seconds why should i be punished by random noob who spawned near me?

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On 5/30/2023 at 9:29 AM, Kimura said:

If i know when to use certain supplies and how to survive for 30+ seconds why should i be punished by random noob who spawned near me?

Well, you are free to not play it anymore than necessary. ?‍♂️

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Honestly, I'd like to see juggernaut get these two buffs:

1. Allow its OD to deal damage to nearby enemies, like 1000-1500

 

2. Allow it to use its own repair kits and mines.

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Those are a good ideas. 

On 7/15/2023 at 11:18 PM, PirateSpider said:

2. Allow it to use its own repair kits and mines.

It would have a cooldown on using those supplies, right. If no, that would make Juggernaut too OP.

For sure I would increase Health Points, because Juggernaut is a weak combo due to it's low HP. Once I killed a Juggernaut using 9999 GS Booster Dictator Shaft with heavy capacitors combo alone. Once I've dealt about 9000 damage and 2 times about 2000 damage and enemy Juggernaut died. He had above 9000 GS. When there was a special mode with Solo Juggernaut, I killed many of them using mentioned combo. 

I have a few crazy ideas about buffing Juggernaut and I don't think it will be added at all:

1. Increasing it's HP by 30-40%, maybe a little less.

2. Built-in automatic protection module for all turrets and OverDrive damage, whose percentage of protection would depend on GS. For example:

GS 0-4000 ; 10-20% protection ( in cases 0 to 2000 - 10%, and from 2001 to 4000 - 20%)

GS 4001- 8000 ; 30-40% protection ( in cases GS 4001 to 6000 - 30%, and from 6001 to 8000 - 40%)

GS 8001 -9999 ( or higher having an XT drone) ; 40-50% protection ( in cases GS 8001 to 9000 - 40%, and from 9000 to 9999 or 10000 - 50%)

What then with the protection modules for individual weapons?? Hmmm... as such an experiment for a week or two I would make it so that they accumulate, combine. Some commonly used and easy to kill Juggernaut combinations of weapons and hull and drone will become much harder to be used to kill Juggernaut and not as easy as before, so that players who have Juggernaut will not fall like flies every dozen seconds or after 2-3 minutes. Maybe that would make Juggernaut a lot horribly stronger, but honestly, I think that was the purpose of creating such a mode, so that there would be a Super powerfull Tank, not a Super-Easy-To-Destroy-Tank. Of course when we talk about Solo Juggernaut, in Team Juggernaut there are lot of players with Isidas that accompany him and heal him the whole time, so personally I don't think that such buffs would be good in TJR. In the case of actually doing such an experiment after a week or two of its completion, analyze player feedback and Juggernaut statistics, draw conclusions from them and introduce, for example, half accumulation or 1/4 part of the accumulation to it, well something like that depending on whether the players liked it or not and what suggestions they themselves made.

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On 7/22/2023 at 2:20 PM, Polski_Gracz_2 said:

It would have a cooldown on using those supplies, right. If no, that would make Juggernaut too OP.

Of course, otherwise it wouldn't need to rely on its OD for health.

Reason why I posted this idea is because the jug is supposed to be a boss tank. But its just a fast tank with alot of HP that gets OD about every minute.

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On 7/23/2023 at 12:17 AM, PirateSpider said:

Of course, otherwise it wouldn't need to rely on its OD for health.

Reason why I posted this idea is because the jug is supposed to be a boss tank. But its just a fast tank with alot of HP that gets OD about every minute.

I agree that Juggernaut is supposed to be a strong tank, like you said "boss tank". It is fast, but I disagree that it has lot of HP. In Solo Juggernaut modes (while there are such modes in weekend events) I haven't seen anybody who survived longer than 2-3 or 4 or more minutes when controlling that "boss tank", in Team Juggernaut that tank is healed by Juggernaut, that's why some people think Juggernaut is strong, but without accompany of Isidas who heal them all time Juggernaut wouldn't survive for long, of course when that player doesn't camp.

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On 7/23/2023 at 4:58 AM, Polski_Gracz_2 said:

I agree that Juggernaut is supposed to be a strong tank, like you said "boss tank". It is fast, but I disagree that it has lot of HP. In Solo Juggernaut modes (while there are such modes in weekend events) I haven't seen anybody who survived longer than 2-3 or 4 or more minutes when controlling that "boss tank", in Team Juggernaut that tank is healed by Juggernaut, that's why some people think Juggernaut is strong, but without accompany of Isidas who heal them all time Juggernaut wouldn't survive for long, of course when that player doesn't camp.

I suppose in solo juggernaut, the jug can have its HP doubled.

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This buff should affect solo Juggernaut mode only, but apparently in solo Juggernaut mode, Juggernaut got a secret buff, when killing people with it, it recharges 20% of its overdrive, but if it wasn't intended to happen, then this buff should affect this mode only.

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On 7/23/2023 at 12:41 PM, Soothing said:

This buff should affect solo Juggernaut mode only, but apparently in solo Juggernaut mode, Juggernaut got a secret buff, when killing people with it, it recharges 20% of its overdrive, but if it wasn't intended to happen, then this buff should affect this mode only.

It's more of a toggleable parameter the devs can use at any time since it's an event mode rather than a normal mode. They can either go for a tanky, slow OD charging approach like the one in Team Juggernaut or they can go for one with less HP but can charge the Overdrive from battle points (kills). 

 

So far they made it have a 1.0 manual charging rate so that would be 15% per kill there and not 20%. 

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