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Has there been any advances on any of the weapon/hull selection options for pro battles? Being able to ban particular hull/weapons from your game?  They were flying around some time back can't see anything around now though.

 

Aunty

 

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                                                                      Betting mode

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Rules:

 

1- To enter the match, players would have to pay a quantity of crystals depending on the patent, and that amount would be added to the bottom of crystals.

 

2- The battle is CM.

 

3- In the end, only the top three win the crystals.

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first place = 75% crystals

 

second place = 15% crystals
 
third place =10% crystals
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obs: I'm Brazilian and I do not speak English and I'm using google translate

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Limited ammo mode

 

Drugs can be used anytime

 

Can be used on any gamemode (like how you can turn on friendly fire on any gamemode)

 

Each turret gets that amount of ammo/energy

 

for e.g twins gets 200, isida gets 175 smoky gets 20, rail gets 10 etc. (only an example amount)

 

Two ways this gamemode can go:

 

every 5 mins, the ammo replenishes by 50%

 

or

 

when making a battle e.g 60 min = 40 railgun shells, 30 min = 20 railgun shells, 15 min = 10 railgun shells (every 15 min added to timer +100% to the ammo amount)

 

or

 

every shot that gets a kill get ammo replenished 10% 

 

Main Goal for this gamemode is to have players to be wise on what actions they do in battle via using this game-mode as practice

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So a lot of people have had troubles with STG Sabotages I have also Encountered it, So i have been talking and Came up with an Idea that we should have a STG Map Setting, In The Map Formate Make a Save The Gold, But The Requirements of making one of these maps is to be..

 

Warrant Officer 1 +

Have A Profile of 1+ Golds Dropped

 

Rules

>Must be a Certain amount of players (3) On one side and e.g (Red team has 3 , Blue Team has 10) So then you can have more players attacking <

>There are Supplies That are Given To Players On The STG SIDE e.g (1000 Of each supply) BUT.. The people who receive the Supplies Will be taken away from them So that they do not receive Free Supplies. 

>If Someone Takes The Gold Box Who is in The Side of the dropper, then They Can Get Banned!!<

> Time Banned Can Be Between..  1 Day - 1 Month  ( If Bans Keep repeating The Player can be FOREVER FROM STG MAPS

 

Notice For Bans:

 

All bans that Occur WILL BE ONLY FOR SAVE THE GOLD MAPS NOT CHAT OR ANYTHING , WILL BE PUT INTO THEIR PROFILE (If Possible)

 

Each Time you make a MAP the cool down is 10 Minutes so there is NO SPAMMING OF MAPS

 

 

What Happens?

So The Dropped (E.g Multi) Will Drop the gold when His/Her Team is full, They Will Then use the Drugs Supplied to them Form the Map, They Will Keep Mining Until ALL DRUGS are Gone, Then The Battle Will Be OPEN INTO THE PUBLIC OR FRIENDS LIST For People to join and attack. The Person who takes the gold ( If allowed ) Can Receive 1000 Crystals or 100 Drugs Of each supply, NOT INCLUDING GOLD BOXES. 

Their Name will Also Be Shown In the chat, In Yellow Writing That Will Say: 

Juggle Has Taken The Gold Box From The Map: _______________

The People In the Map Will be Forced to leave within 1 Minute Of when The gold has been Taken.

 

Hope You Take my Topic Into consideration

 

-Novaa

 

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Hi , my name is Filip_Tanker and I hope u have a fantastic day. For this time I l

with a brand new original idea , u know everyone love the gold box but what about more tipes of gold boxes ,like one with 1000 crystals , one with 2500 crystals and another one with 5000 crystals or even more . If u want this into the game go and speak with the developers . Have a nice day/Good luck /(*3*)

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I like to use mines in battles, but the problem is when I use them, I always get killed and mines goes to waste.

 

I have a solution that will stop wastage of mines that are dropped on the battlefield.

 

I have an idea about creating a special type of battle mode where all the turrets of player's tanks are disabled. In those battles players will only be able to drop mines.

 

1. All gold boxes and regular supply boxes will be disabled.

 

2. All turret modules disabled.

 

3. The mines module is allowed and can be added or removed during battles.

 

4. Players can change turrets or hulls. Turrets are disabled, so they cannot fire.

 

5. DM, TDM, CTF & CP battles are accepted for mine battles.

 

6. Mine battles last for 15 minutes per round.

 

Players reward would be crystals reward. The top 3 places would earn a crystals bonus to compensate on their hard work on the battlefield.

 

Top 3 places bonus:

 

1st = 100 crystals

 

2nd = 50 crystals

 

3rd = 25 crystals

 

Your only source of defence is the ability to drop mines.

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i have an idea that there would be hardcore mode in which you only have 5 lives if you die five times you wont re spawn again or if you die once you will only re spawn if someone from your team collected your dog tag and if you collected enemy dog tag the enemy cant re spawn these modes can also have CTF Cp up vote if you like the idea

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There are too many turrets. One can literally face all of the turrets in large battles, and modules only have three (or fewer) protections. (While a few legacy modules have four, only the super expensive Picasso is worthwhile in that regard, and it is still limited.)

 

I suggest format-type modes with limited turrets. Perhaps a short-range format where only the turrets with range of twins or less are allowed, or long range, or specific sets of 5 to 7 turrets.

 

It won't help much if there isn't some sort of implementation for non-pro battles.

 

An occasional free-for-all against several turrets is fun, but more than a couple of those gets old quick.

 

Also, all DM battles should exclude isida. 

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I have an idea about creating a special type of battle mode where all the turrets of player's tanks are disabled. In those battles players will only be able to drop mines.

Topic merged

 

Won't work. You'll end up with players just standing around and dropping mines all around them.

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I suggest some maps be designated as Magnum-free.

 

Esplanade is one of the funner maps, in my opinion, unless it has a couple magnums popping from anywhere and everywhere.

 

Magnums have changed the game. They need tweaked, but I'm not sure how. They need to be harder to use so effectively. Perhaps the turret has its own mass that adds to whatever hull, making it more sluggish. Their power seems appropriate. I don't think they need more or less damage or splash. They fill a role well, but they can be totally disruptive to a battle. (Isida are worse. Isisda stink. No map is fun when isida are stinking it up so bad no one can breathe. DM format should simply not allow isida.)

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Setting up a minefield would be fun since players would drive around the map, pushing each other and ending up on running over mines and being killed. A mine battle mode is my priority, so please accept my idea.

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I would like Tanki Online to have a new map created which looks like a football pitch.

 

In addition to a new map, there should be a new battle mode dedicated to playing football in regular Tanki Online battles set on this new map.

 

A football battle would consist players to battle in a team, like regular team battles, and shoot each other, plus pushing a football ball into a net.

 

The team with the highest score wins.

 

Please tell me what do you think.

 

Thank you.

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^ Topic merged

 

I would like Tanki Online to have a new map created which looks like a football pitch.

That's literally what the existing map "stadium" is.

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^ Topic merged

 

That's literally what the existing map "stadium" is.

And what would be the difference between your football and a flag? CTF in stadium is exactly what you describe, as well as I can tell.

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You really got to get on top of being able to select approriate equipment for your battles, hard to have a decent free flowing battle when some numb nuts comes and sits on a flag with a mammoth and a vulcan or some equally dreadful piece of equipment and fortescues your game completely. 

Aunty

Edited by Aunty_Entity

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TDM mode is now barely used among tankers, much more interractive modes, CTF, CP, bring more inerractive, fun gameplay and it makes battlefound incredibly bigger. I have interesting idea about making it used more in gameplay.

At the start of the battle, system randomly selects team ( when battle gets 75% + filled on both teams ), then random player from some team that gets a function/role of the King/V.I.P tanker.

The King/V.I.P buffs should be following:

  • +300% HP for light hulls, +250% to medium and heavy hulls
  • SPD of any type of hull +10%

Now the bonuses for killing him are following:

  • 150 EXP for V.I.P/King kill
  • Battlefound increases 3x ( depending on his rank )
  • Killing him adds up 1 kill, like normal kill

And the basic look of V.I.P/King:

  • His health can be viewed in percents ( can be seen based on mechanics of seeing nametag of own team mate, distance from where you see it than, decresed or however )
  • Every 15/20 seconds, depending on where opponent tankers are looking, the special icon ( like a crown ) shows on their screen ( for 3/5 seconds ) so they can locate V.I.P/King easier and kill him.

After V.I.P/King gets destroyed, first player on opposite team than destroyed V.I.P/King who gets spawned is being King/V.I.P.

 

I hope you will consider my idea. It can be much improved in many ways, this is just basic idea and my view of bonuses ( can be changed depending on way you want ot balance it ).

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Format: Protect the VIP

 

 

One or each team has a VIP tank who must be protected while they try to reach a certain point in the map, while the other team try to prevent that by trying to destroy the VIP tank

 

The VIP tank automatically cycles between players after each failed or successful run

like in paintball.

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Assault Mode is my favourite battle mode because it features two battle modes in one. On the blue team side, the blue team protects and control a control point, destroying approaching enemies with the red flag. On the red team side, the red team defends and takes the red flag to be capped on top of the blue control point base. The red team must fend off enemies from the blue side.

 

I really like Assault mode. This battle mode, at the moment is only available during the Christmas and Happy New Year celebrations.

 

My suggestion is to bring back Assault mode as a permanent battle mode in Tanki Online. Cedric Debono once said last Christmas, that he was going to implement Assault mode as a permanent feature in Tanki Online within the following year. I haven't heard any more news since then from Assault mode.

 

Please consider my idea as a positive one because Assault mode must be back as a permanent feature in Tanki Online. During Christmas and Happy New Year celebrations, players should be playing on any map and game mode they want without the need to have Assault mode only for the holidays. Assault mode must be played like everyday battles.

 

Cedric mentioned about redesigning maps so that they can be made suitable for Assault mode as a permanent game more.

Edited by Maf
Removed formatting
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Topic merged

 

You're using bright colours again. Please use the default gray for the main text of your post, since a massive text with white font is really hard to read.

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This could be a repeat, but it occurred to me, I keep asking for the ability to select what weapons/hulls are available for a particular battle.  But it might be easier and achieve the same result if you could select a light/medium/heavy battle.  Light would look like wasp/hornet I guess, with a range of weapons to suit,  Medium would be anything up to Viking or maybe Dictator, but I'd nix magnum/vulcan/freeze.  Heavy of course would be medium-Heavy hulls quite possibly with an anything goes in the weapon dept.

 

Would be a lot simpler to implement, same kind of mechanics as any other restricted mode. And make the possibility of maintaining a free flowing battle.  Not these monstrosities that just bog the whole thing down.

 

Aunty.

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On any untimed game, replace the countdown clock with a counter for game duration.  I don't know if anyone else is in the same boat, but it heavy hard going out on the field, 11 flags looks like a million miles, and when its over, you know it took a long time, but have no real idea just how long. You know its been a great battle when you get to the finish line, your fingers are all cramped and cold, it was a damned close fight the whole way and it feels like hours have passed since you last moved.

 

Oh and post total time to the finish stats page.

 

 

Aunty

Edited by Aunty_Entity

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