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A similar but different game mode to an already existing one... 

 

We all love the usual Capture the Flag?? 

 

New idea; "Hold the FLAG!" Or call it "Flag Keeper". ONE flag starts in the middle of map, equal distance to EITHER side. All tanks on respective sides of map spawn close to each other, no closer to the Flag location than the other. Everyone has equal distance to get to flag. When game starts they all rush to the flag. Or some, maybe some will want to support the others, with support fire. Maybe instead of taking flag, they get there and defend the position, let someone else in team get the flag. Either way, who ever grabs flag, must stay alive. His team, must keep him alive. After holding flag for so long, his team starts building up flag points. 

 

Give the Flag Keeper an AUTO bonus, as long as he keeps the flag, he gets Double his Base health, like picking up a Defense box, but doesn't go away, however, does NOT stack with those boxes. If Flag Keeper already had a Double D box, when he grabs Flag, he doesn't gain any more, but the bonus never goes away, unless he drops flag intentionally. Like in CTF, the Flag can be dropped... BUT instantly stops gaining the Flag pts. After so long of the team not holding the flag, their Flag count starts to drop slowly. The points only drop when NOT in possession of anyone. So if RED drops flag cause he's destroyed by sniper, no one holding it for so long, then Red starts losing Flag points slowly. If Blue picks up the Flag, than RED's loss of points stop, but don't gain. Blue has to hold it for so long, and they start to gain their own Flag Pts. 

 

Eventually, the objective, is after length of Game, or first to reach specific count, say 15 min or 100 Flag Points, which ever is first, the team reaching 100, or having the most, wins. 

 

So a common strategy would be developed... Fastest one to flag grabs it, but if other team shows up with their fastest, it would be a fight between two weak ships. Whoever grabs it, would want to get flag back to a HEAVY tank of his team, dropping it for them. Than the team keep the heavy alive! 

What's different? NO taking flag to a common point, you win by simply holding the flag for the longest time. Much more MAYAM!! The battle would always be moving around the map. Teams who learn to coordinate would succeed more effectively... calling out flag location when spotted, snipers searching for snipers and other tanks, maybe the Flag. If your Isida, you never leave the Flag Keeper's Side. If you find the Flag Keeper, you probably want to destroy his support team first. No heros in this mode, as it would be impossible to go alone!! 

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What about... Destructive Derby Racing mode??

 

OH yeaaaaaaa!!

 

This mode only good on CERTAIN map types! Race Track Maps! So allow a new version of MAPS to be created, showing a potential RACING Circuit! 

 

You say "This is a TANK Fighting game, not a race game!" EXACTLY!!!

Let me explain with one SIMPLE question to you... well description after...

 

YOU EVER PLAY MARIO CART 64?? Mario Cart Derby? 

All the Mario characters would race each other on a track in the game, eaach with own ability to destroy the other... SAME IDEA!!

 

In TankiOnline Destructive Derby mode... you choose your Tank and everyone else Chooses their Tank, and ALL are lined up in map on the line!! No one allowed to shoot eachother til RACE BEGINS!! Everyone trying to race forward, stay alive, and shoot the other tanks... IMAGINE THE MAYHAM!! Eventually some tanks will get away, and fight each other on the tracks! Create Obstacles along the Tracks. Create Potential Shortcuts with not very effective shortcuts, but allow advantages and disadvantages to be set up! 

 

Here's THE KICK to Destructive Derby... ONLY one place tanks RESPAWN. At the starting LINE!! So when a tank is destroyed on track, he returns to the Starting line. With some track designs, tanks could look over parts of track at different points, and try firing at tanks at distance. Some could wait near the starting/finish line if he respawns to shoot the guy coming behind him about to cross the finish line, only to get shot, killed, and respawn at same spot few seconds later in time to see the guy who just shot him speeding away! 

 

So the game/Destructive Dirby mode goes on for so many laps, or time frame. So instead of a normal race consisting of start and first to finish at the Finish line... in Destructive Dirby, the finish line is just a source for Race Points. The first to a specific amount of Race Points, or the one with the highest Race Points at the end of the time limit, wins the game. Race Points are earned when each cross the so called "Finish Line" compared to when others cross. 

 

So, for instance... Say 6 tanks are racing eachother. Without shooting eachother, each get all the way through the Race Circuit and all cross the finish line, but in any random order. So for 6x tanks, the first to cross would get highest Race Points that lap, 6 points. The 2nd place 5 pts, 3rd, 4 pts, so on. Last place only gets 1 pt. NOW... Throw in the Destructive Derby!! Any time a Tank DIES, destroyed by another, or SELF Destructs, it loses 1 Race Point. So if first place who gained 6x points drives off the next bridge to the demise of his own stupidity, he respawns at the starting line, and loses a Race Point!! If someone has NOT crossed for the first time, or is currently at ZERO Race Pts, than dying has NO effect on that tank, besides Respawning at the Start, so therefore trying to destroy the guy with zero could be pointless, unless protecting self!! 

 

So... Everyone starting at same line with Zero pts each, only to start off firing at each other to no POINT less end, as no one loses any points dying... able to take random shortcuts, find randomly hidden powerups on track, and eventually one or more finally crosses the line... Once they gain some points of any amount, that would be the chance to destroy them, make them lose a point!! The mayham, more than one tank could be in area, and you could also be destroyed. If you gained 5x points in second place, only to get destroyed seconds after another, and both at same starting point, if he kills you AGAIN... you lose another Point!! 

 

AGAIN... IMAGINE THE MAYAM!!!!! 

 

Many Ideas can go into race track designs... from Indi 500 look alike circuits, to mountainous dirby style tracks, to desert dunes... however!! Many Race track ideas could be designed... all with common theme... ONE circuit track with so many randomly place short cuts, and long cuts, and hideout advatages, with specifically perfectly placed powerups, all to get to the finish line, not first, but most often... while trying to take the others' Race Pts away and survive the longest... 

 

Have nice prizes as well for those who stick with it. 

Design these with committed participants in mind, penalize those who agree to start, and leave early, with no prizes available for those who ditch early... 

 

Prizes can be set up for first, second and third place winners of Destructive Dirby!! 

 

Further... TEAM MODE!! 

 

Destructive Team Dirby... instead of counting the Position of each person crossing the Finish line to consider how many each get, TDD only counts 1 Race point to team, for every player who crosses the finish line!! So during race, you fight the other team, destroying the tanks as much as you can, trying to prevent as many of them as you can from crossing the line... once both sides starting crossing the line, the kills take away a Race Point from the team. At the end of the TDD the team with the Highest Race Points wins!! 

 

Heavy tanks survive longer, but are much slower... rather, light tanks can get to finish line faster, but die easier... not to mention, in the heat of the moment in the middle of the race, when you seem to worry more about your driving than your GUN... choosing the RIGHT turret could MEAN all the difference!! 

 

JUST in case anyone thinks about... "I'll just back it up, and go the other way, and turn around, and cross the line!!! 

AHHHHHHHHH.... No...

 

Creative counter resistant maps could be designed, slight change in the edge, or 3 foot high ramp, or other ideas could be built in to the track, to prevent anyone from "Back it up" and cross the line tactics!! 

Edited by DmanBattleMaster
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yes, it is a great idea. It could be a yellow/gold flag or the blue sphere (see:Idea for a Battle mode: Massive Attack (MA)).

Hold The Flag: HTF or Keep The Flag KTF sound much better name for battle mode abrev.

I agree flag/blue sphere should be in the middle of the map, everybody spawn at same distance (more or less).

Current best map for this could be Lost Temple (big, large amount of player and balanced), with the flag/blue sphere in the middle- see pic below:

bleu_sphere_on_portal_2.png

 

bleu_sphere_on_portal_2.png

 

 

It's an opportunity for player to revisit current maps and find new hidden places.

Other maps fit for the game: Brest, Arena,...

Edited by Viking4s

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What's not??

 

Game modes are DM, TDM, CTF, and CP... right? So how is Keep The Flag (KTF) and Destructive Dirby (DD) and Team Destructive Dirby (TDD) not Game modes??

I was talking about the comment above me, that's why I didn't quote you. I also like KTF. :)

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I was talking about the comment above me, that's why I didn't quote you. I also like KTF. :)

Ahh...

 

ok. i misunderstood. I don't think i seen you quote him, just your comment. sense i did mention game mode ideas, i thought you were debating my ideas. lol. 

 

So what about my other idea? What you think about the HIGH octane Destructive Dirby?? 

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Ahh...

 

ok. i misunderstood. I don't think i seen you quote him, just your comment. sense i did mention game mode ideas, i thought you were debating my ideas. lol. 

 

So what about my other idea? What you think about the HIGH octane Destructive Dirby??

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Infact... PERFECT example of a PERFECT Destructive Dirby Map would be Rio!! On the street, Rio is a perfect Oval! That would be the track! Maybe edit it for a DD game, where you can't pass through all the short cuts through building. If players choose the Beach, it's a longer route, so it's not even a short cut! So everyone before starting starts in one corner, and the Dirby Race is circling the outside of the bldgs, on the street. 

 

Fill everyone I mentioned about the Destructive Dirby with this here, you have perfect ex of how it'd work!! 

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So what about my other idea? What you think about the HIGH octane Destructive Dirby?? 

I like this too. I am not a fan of racing tanks, but I really do like the idea of being able to destroy other tanks whilst racing.

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Hah... in todays world, you can race ANYTHING!! 

 

THey have Bus Driver show off escapades, bus drivers racing their busses vs each other. 

 

Trash Truck driving competitions.

 

Semi truck driving competions! 

 

Some funny stuff out there really!! 

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1. Idea of Game mode: "Divide and conquer".

 

This is the concept of this game mode. This mode is a team battle mode. If you destroy an enemy tank, they re-spawn to be on your side. If an enemy destroys you, you re-spawn to be on their team. Very simple concept. If you manage to make an enemy re-spawn to your side, you get a lot of exp points. If you assist, the amount of exp points is divided equally to all players who manage to land a hit on the enemy. The battle automatically ends if the opposing team is empty, due to their players being on the opposing side. If a timer runs out, the side with the most players on their side wins!

 

2. Idea of Game mode: "War".

 

This game mode is fairly simple. On each side there is a HQ for the team. The HQ has a large amount of health, that of which can be restored by isidas. The concept is to defend your HQ, and to destroy the enemy. The battle ends if one of the HQ's is destroyed. If the timer ends, one team will be victorious if:

 

1. The team's score altogether is more than the other team.

2. The team's HQ has a higher amount of HP than the other team.

 

If one of the team's meet those requirements, they win! 

 

You can get score the usual way: killing enemies, healing with isida. But you also get points for damaging the opposing HQ. The HQ's health will be displayed as amount-of-health/maximum-health. On each team. Please reply to my ideas for suggestions :D .

 

 

Idea: Defend the point. (others may have had the same idea, but I haven't heard of it.)

 

This game mode will be played on a rather symmetrical map, so the chances are more equal.

 

There will be two points on each team's base. Spawn points will be a short distance behind the team's base, and the points are closer to the middle. However, there should still be a big distance between the two points, so the points will be easy to defend.

 

Objective:

 

The objective of the game is to rally your teammates to the opposite team's point, and be able to fully capture the other team's point. Keep in mind that unlike CP mode, the number of people on the point who are defending it do not impact how fast the other team can capture. For example, in CP mode, it would take two people to capture a point if there is a person from the other team sitting on it, otherwise only having one person would only cancel out the other person. In this mode, however, the point's status is only affected by the number of people from the other team. So, you cannot guard your base by sitting on it with an overwhelming amount of teammates (though you can push other people away.)

 

When a team captures the other team's point, that team will be awarded a point, and then the point will be reset, if the match did not end. Matches can be decided by how many captures each team gets, or by time.

 

Possible problems:

1. People can just camp at their base and keep it like a deadlock.

2. People can sit at their point, making it so that the other team has to push through all the tanks without being killed.

 

Solutions:

1. To discourage "trench warfare", make it so that you cannot mine anywhere near your base. All supply boxes will be at the middle, making people fight there, rather than camping.

2. To solve the sitting at the point problem, the range at where the other team can capture will be very big. There may also be self-destruct zones for the defending team only.

 

Hope this gets accepted and moved into a new topic!

Hmmmm. I like these very much.

I wish they were in this game.

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Well thought of ideas. I really liked Prototypes ideas, they are creative! Well put.

 

I think the other idea sounds too much like CP. I know you say it's not, but it feels too much like it! 

 

If anything, it feels like Prototype's War idea with HQ mix with CP idea... that come out with Defend the point... idk about it. 

 

None the less, i think you did good job coming up with it, and I'm not judging you for idea... i just don't think its unique from CP! 

 

I personally wouldn't play it. If they like it, and program it in though... great!! Good job either way. 

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Maybe not included as Direct Missions to accomplish...

 

Maybe they make for each game a end of game report for different accomplishments. 

 

No other way to explain it than referrencing Plants Vs Zombies!! The first one, on the Xbox 1 system. Anyone play it?? 

 

In the game, you had 6x different game stats, counted from every game! and at the end of game, they would show one page with all the kill standings, how many times each was killed, vs how many times they killed, etc. Just like TankiO already has at end of each game now. However, on that SAME page, there would be UPTO 6x different Icons near different names, pertaining to different stats earned in game... colorful icons that stood out... to see what they meant, you changed pages of stats, and you go to Cool Stats! 

 

Under Cool stats you would find the following (described), but ONLY one of each was awarded, end of each match;

 

>Revival Master- In PvZ, any team member could Revive a fallen team member within 30 seconds of their "fall", or Vanquish (Kill). That doesn't work on Tanki, unless they include Revivals as a new Feature!. Basically who ever Revived the most in the game. 

 

>Vanquish Master- In PvZ, they called Kills or Destroyed, Vanquished. This basically goes to Who had the Most Kills in the game, but was not offset by a Kill vs Killed ratio. 

 

>Heal Master- Same as Revived, who ever Healed the most team mates, would get this award. 

 

>Vanquish Streak- The longest Kill streak in the game, un interupted by getting killed. This where the Kill/Killed offset came in. At end of game, who ever had the most Kills in the game before getting killed, got this award! Just like in PvZ, in most games, when you were killed, you respawned somewhere. So some times, someone would only go 2x kills before they were killed, other times they would gone 10x kills... with proper team support, and having the right conditions, just like in TankiO, it could be possible. 

 

>1st Strike Master- Simple. Who got the FIRST kill in the game! 

 

>Assist Master- In PvZ, similar assist rules applied as in TankiO... if you had ANY hand in a kill, or vanquish, but did not have the KILL shot, you got an assist point, or credit. Who ever had the most Assist points end of game, got this Award. 

 

All the Stats were tracked... on one's online profile, you can go back and see Over the past week, or Mo, or how ever far back you wanted to see stats, how many of each of those Awards you got in the Stats field. Furthermore, for those who LOVE stats, you could see details on all the units you play as between both Plants and Zombie, and how long you played each character for, how many total kills you had, how many times you died, etc etc.

 

FOUR things I'd like to see...

 

ONE- Improve the statistics they keep track of on TankiO during each Game, and overall... things similar, how many Kills/Deaths/SD's you have on each Turret/Hull combo! How long you spend with each turret, Hull, paint, etc. Maybe per level, as statistics would change every time you improve a level of any equip. Stats could be tracked how many Drop Boxes you picked up, and stats pertaining to those respectively... Double Damage? How many kills you had with Double damage, vs those without... Double Armor, how many shots you took on double armor vs how many times you died with it, vs those without it. Double Speed, how many DS boxes you picked up, and how many you survived to the end of it's bonus. And other stats pertaining to #2 below, to see how you've done in past.  Just a thought there!! 

 

TWO- COOL STATS and awards pertaining to those, end of every game... So top Tanki killer (most kills) gets free dbl dmg upgrades. Top Tanki who has the most Assist attacks, gets free Dbl Speed boxes. The Tanki with longest Kill streak without being killed, gets a free mini upgrade to turret, Of choice, though required to have used in most previous game, in case one switches turrets in game, and manages to have killed using both, and obtain stat. Top Tanki with the most Healed tanks, or repaired tanks, gets some free Crystal. Tanki with the First Logged Kill of game should get Double the amount of Dbl Dmg boxes compared to the Top Killer. Other cool stats could be included as well... Tanki who "Captured" the most flags in game, or controlled the most "CP" get double Experience from that game when it's over. ONE important thing to mention, and was the case for PvZ, it didn't matter there how late you came into game cause if your too late starting, you probably wouldn't fall in any winning Stat anyways, but if you earned any stat in game, in order to be recognized for the award, You had to remain til the end, and if you left the stat would be given to the next who accomplished it. Same thing with Tanki, you leave early, and the award goes to the next in line for that Stat. One other Stat to include... pertaining to my next idea... Most Revived Tanks gets Dbl the Crystal that the top Healer got. 

 

THREE- Introduce the ability to REVIVE TANKS. Only available on Team matches. Any tank can attempt to revive another. On PvZ, you had to be close to team mate who just fallen, and PUSH/HOLD "B" on controller, for 20 sec I think, and you had to start it before a 30 sec timer ran out. If you managed to remain there holding B long enough, than your team mate came back. For the designated "Healer Units" of either side, if you were to "Revive" another, it only took you HALF the time...Same rules apply, except no need to push any buttons. When A team member tank is destroyed, before the "Charred" unit disappears, any team member can approach it, and remain for 15 seconds, and bring it back to life. Think of the CP game, taking a CP orb. You have the colored beam between you and Orb as you are taking it! I see the same thing here. Fellow Tanki on your team is killed, you have 15 sec before his Charred tank disappears, and you roll up to him, you have the color beam of your team color connecting between you two, as his Tank is being restored. The RISK? It take 33% (or 1/3) of your health, and brings him back with only 1/3 of his health available. If you manage to remain there long enough, and you reach the minimum, he's back in game. Any count of his Death is removed, other players Count for the Kill is removed, but now you reviving him, have a loss of health, and he does not start at full health. Risky procedure, leaving both Vulnerable. 

 

IN PvZ... I used to love seeing the nme dead far away, and a friendly approach trying to revive, and I would often take both out, getting TWO kills!! So the risk is definately there... to revive. But with great rewards if both can recover! Further, in TankiO, sense we have MEDIC tanks as well, Isida's don't requre as long a wait, half the time to revive your fellow Tanki, and he starts with HALF his health, not 1/3, and you only LOST 1/4 or 25%, Isida's only. Further, in a game where kills MATTER, TDM, any succesful revival takes a KILL point away, as that Kill was revived... and didn't happen... SO In TankiO, TDM, when you KILL your target, stick around and ensure he stays dead... or don't! Maybe you'll get TWO!! 

 

FORTH point to this idea- THE reason I wrote this... This was all about improving Daily Missions, RIGHT? All the ideas for STATS, and Rewarding for the BEST of Stats, per game... should take place automatically EVERY GAME, only rewarding the players that STAY til the end of game... and the Rewards are only SMALL... in comparison to Mission rewards! HOWEVER, every 24 hr period resets missions, imagine getting on a Mission says... Get 3x FIRST Kill Awards, so you have 24 hours to get 3x of those first Kills, and you get big reward. Or Get 5x longest streak awards... so in 24 hours, you have to gain 5x awards of the Longest streak of kills... Longest streak only has to remain longer than everyone else in game... so if you have a streak of 2 kills before you are killed, and everyone else only has 1 kill before killed, and the game ends like that, you have the longest streak. Or it could be 20 kills before killed. Etc. Any of those AWARD STAT ideas I mentioned, have RANDOM missions pertaining to those stats!! 

 

That with my other Mission idea, of specific Turret and Hull Missions? The possibilities of Mission Combinations is now ENDLESS>... 

....... IF THE INCLUDE THESE NEW IDEAS OF MINE!! 

Edited by DmanBattleMaster

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So I had an idea for a battle mode to help get rid of the drugging issue that is sometimes found in a game. It could be a preset for a Pro Battle, or just a different battle mode all together, but it would work with all CTFs, TDMs, DMs, and CPs.

 

Essentially, the game is played like normal, but each player is given a certain amount of items at the beginning of the match based on the time limit (i.e. for a 15 minute match a player would be given 3 rep kits, 10 double damages, 10 shields, 10 speed boosts and 5 mines, or something like that). Each player gets the same amount, and no other drugs are allowed in the battle. The reason I think this idea would make for such a fun game mode is that:

A: It doesn't ban items all together. To be honest, I love using a double damage item at an opportune time and going on a huge kill streak, but when someone has a surplus of items in a match, than it can oftentimes lead to a match that isn't very fun to compete in.

B: It gives everyone a fair chance. Now I understand that items cost crystals and tanki can make money from people buying crystals to get items, but that's why this would be a great Pro Battle selection. It doesn't detract much from tank's business, but if players want a more level playing field with the fun and "randomness" to a match that items provide, than this battle mode would be awesome.

 

So that's the basic premise for my idea. Hope you guys think it's as cool as I do! :)

 

Oh, and a little variation to the idea, a game mode that I think might be even cooler, but much more complicated (new maps might have to be created specifically for the battle style).

 

This match is a little different in that the teams are supposed to be unbalanced in numbers. Say, for example, two tankers versus six tankers. That might seem very unfair, so let me explain. The job of the smaller team is to defend an area, flag, capture point, etc., while the opposing team tries to take the said item. The map is made to favor the defenders, giving them ample room for cover, areas where they can shoot without being shot at and the like. Additionally the smaller team could be given bonus items at the beginning of the round to help bolster their defense. I think this could be the single coolest game mode ever. That being said, it would require numerous tests and balancing changes, so it could be difficult to implement the idea.

 

Hope you guys enjoyed reading my rambling thoughts, and feedback is definitely welcome.

 

~rtt582

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oh yeah and also to my "Catch the repair kit" mode  the rules are:

 

Who ever catches the most repair kits will get some crystals, depends how many you caught.

 

This game mode will be avalible from Master sergant.

 

NO supplies exept repair kits and nitros.

 

Hope you guys like it :D

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Name: Hold The Flag??

Teams: 2 teams, or maybe a Free-For-All. Works either way.

How to Play: There's a flag in the center, team that holds the flag for the most time wins. Sorta like CTF but no capturing. Just holding.

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Name: Hold The Flag??

Teams: 2 teams, or maybe a Free-For-All. Works either way.

How to Play: There's a flag in the center, team that holds the flag for the most time wins. Sorta like CTF but no capturing. Just holding.

I said this earlier... 

 

Except you don't HOLD the flag in spot... you free to run with it. the longer you hold it, the more points your team gets. the team with highest points after time limit or the team who reaches point limit first, wins. 

 

By being able to HOLD the flag, and run with it, the battle itself changes constantly! When No one has the flag, both teams Flag points slowly reduce. Once a team has the flag, the other team's points do not reduce, or lose value any longer, however, of course the team with flag, begins to gain points as long as they hold it. 

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