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I don't see anything particularly interesting in your suggestion. The whole idea in a nutshell is just options for different gravity settings (an idea that has already been posted here), but also different background music and skyboxes, both of which don't really matter. Unless you can come up with more features of these environments, which make them interesting to play in, this idea is not worth a separate topic.

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Developers definitely don't have time to create, test and release such events this often. They do add limited-time special features every now and then (like meteorite gold boxes), but it can't be done every week.

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Maybe adding JGR mode to PRO battles, but players can only create JGR battles privately and in MM maps, not in Regular Maps., so people can do challenges or try out Juggernaut Combo the first time who never tried it, or maybe train with it in private JGR battles.

It sounds like a Silly idea but people could have fun with it.

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Woahh this idea is cool. Definately would add depth to the otherwise dry environment options. Dust in mars mode would be red etc. Sandstorms and all that jazz.

 

P.S. If madness gets brought back I would be one happy bunny

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I do agree that it would be a cool idea to have a slider so that players could independently choose how much gravity they want to add on their custom battles.

 

Also, I would like to see a red Mars environment with animated Mars weather like the dust devils you see on Mars when sandstorms occur.

Edited by RIDDLER_8

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Spring and autumn are season that we could have in Tanki Online as seasonal environments in addition to the summer and winter modes. Also it would be very ideal to have changing seasons like weather changes you see in Grand Theft Auto series. Players would choose how long it would take (in minutes) for seasons to change in pro battles.

 

Having a volcanic environment with animated running lava would be extremely challenging because if players drive into magma, they will explode. Just think how cool it would be to battle on a volcanic mode. Developers could create a volcano map where players battle. The sky would be dark with black smoke and red hot luminous lava.

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My suggestion for a new game mode: Rugby-Plus

 

It is basically similar to game mode 'Rugby' but there will be 3 balls or more in a game, depending on the size of the map.

 

How to play:

  • When the game start, there will be 5-7 balls dropping at the same time. The actual drop zones will be randomly chosen among all the drop zones
  • Players will have to grab the balls and bring it to the enemy's base, same as the game mode 'rugby'.
  • When a ball is either captured or thrown out of the map, the ball will respawn at a random drop zone.
  • The first team to reach 30 captures, wins.

Special rules:

 

1. Possession of balls.

  • A player can hold up to 3 balls at the same time. (An icon indicating how many balls a player is holding should be shown above his or her tank)
  • A player can get the balls either by picking up balls from the ground, or by killing an enemy that is holding a ball.
  • When a player intends to do a pass, he can only pass one ball each time. But of course, he can pass all his balls by pressing the pass button (default: F) continuously.
  • The score of capturing depends on how many balls you are holding. For example, if you manage to capture when holding 3 balls, your team will gain three points.

 

2. Passes

  • By pressing the pass button for a longer time, you will pass the ball at a longer distance.
  • For every successful pass (i.e. a player catches the ball from a pass without letting the ball touch the ground), the player who passes will gain 10 points in his score).

           (Note: If A passes a ball to B, B cannot pass the ball back to A for 20 seconds, in order to prevent continuous passes between players.)

 

 

Why is this better than the original 'Rugby' mode?

  • Players don't have to fight for only one ball in a game, instead, he can fight for a ball with less competition. This way, players can capture a ball more easily, and hence the game will be more exciting. (It is understandable that spectators will find it harder to spectate the game...)
  • With more balls in a map, players will find it meaningless to kill an enemy without a ball. Everyone will hunt for the ball, which will make the match more intense.
  • With more balls, a team will find it much harder to dominate a match. This makes the game much more playable.

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Rugby - Plus

 

(I've already posted this in the game modes section.)

My suggestion for a new game mode: Rugby-Plus

 

It is basically similar to game mode 'Rugby' but there will be 3 balls or more in a game, depending on the size of the map.

 

How to play:

  • When the game start, there will be 5-7 balls dropping at the same time. The actual drop zones will be randomly chosen among all the drop zones
  • Players will have to grab the balls and bring it to the enemy's base, same as the game mode 'rugby'.
  • When a ball is either captured or thrown out of the map, the ball will respawn at a random drop zone.
  • The first team to reach 30 captures, wins.

Special rules:

 

1. Possession of balls.

  • A player can hold up to 3 balls at the same time. (An icon indicating how many balls a player is holding should be shown above his or her tank)
  • A player can get the balls either by picking up balls from the ground, or by killing an enemy that is holding a ball.
  • When a player intends to do a pass, he can only pass one ball each time. But of course, he can pass all his balls by pressing the pass button (default: F) continuously.
  • The score of capturing depends on how many balls you are holding. For example, if you manage to capture when holding 3 balls, your team will gain three points.

 

2. Passes

  • By pressing the pass button for a longer time, you will pass the ball at a longer distance.
  • For every successful pass (i.e. a player catches the ball from a pass without letting the ball touch the ground), the player who passes will gain 10 points in his score).

           (Note: If A passes a ball to B, B cannot pass the ball back to A for 20 seconds, in order to prevent continuous passes between players.)

 

 

Why is this better than the original 'Rugby' mode?

  • Players don't have to fight for only one ball in a game, instead, he can fight for a ball with less competition. This way, players can capture a ball more easily, and hence the game will be more exciting. (It is understandable that spectators will find it harder to spectate the game...)
  • With more balls in a map, players will find it meaningless to kill an enemy without a ball. Everyone will hunt for the ball, which will make the match more intense.
  • With more balls, a team will find it much harder to dominate a match. This makes the game much more playable.
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New Mode idea: Overuse [or a better name]

There are 3 teams. Red Blue and Green. The Green sets up Turrets and Sentry turrets to try to protect the large explosive barrel, and the Red and Blue have to try to destroy the turrets and try to destroy the explosive barrel. The first team who destroys the explosive barrel wins, then the winning team will swap to the green team.

Good maps for this:
Dusseldov: middle
Sandbox MM: middle
Rio: top, near the sky scraper
Combe: Middle
There's more good maps for this mode.

Green's role: The green team will have full supplies on all the time like in JGR mode, and instead of the supplies, it's sentry guns.
1. Sentry Gun. It shoots slow but it does 500 damage each time. it reloads after 5 seconds and has a big impact force
2. Shielder. When you place down the Shielder down you press T [or a different Hotkey]  and it spawns a Barrier around the barrel for 30 seconds. Then the cooldown is 1 minute.
3. Steampunk Gatling Gun: It shoots like vulcan but slightly decreased damage. after 10 seconds it overheats and cools down for 5 seconds.
4. Suppeal: This detects magnum shells, so if someone shoots a magnum at this turret it spawns a hologram shield and reflects it into a different direction, or if shot at 0 degrees and 100% power it reflects it straight at you. dealing 500,1.5k or 2k Damage
5. Medic: This turret acts like an isida, it finds a Green team player and it starts healing him until its reload is out, so healing for 10 seconds. Then it reloads after 60 seconds [a minute]  to prevent campers.

EXTRA: Drone Depler: It detects drones and Deactivates them.

Red and Blue's Role: They have to try and destroy all the players in the green team, the green team players will spawn back after 10 seconds after being killed, not 5 seconds. If there are too many Sentry guns near the Explosive Barrel it buffs up the Red and Blue team with 50 seconds full supplies like overdrives but not shareable.
 

Thanks for reading this all, this is a good idea to add these, its hard work but maybe in the future it will be added!


 

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New Mode idea: Overuse [or a better name]

 

There are 3 teams. Red Blue and Green. The Green sets up Turrets and Sentry turrets to try to protect the large explosive barrel, and the Red and Blue have to try to destroy the turrets and try to destroy the explosive barrel. The first team who destroys the explosive barrel wins, then the winning team will swap to the green team.

 

Good maps for this:

Dusseldov: middle

Sandbox MM: middle

Rio: top, near the sky scraper

Combe: Middle

There's more good maps for this mode.

 

Green's role: The green team will have full supplies on all the time like in JGR mode, and instead of the supplies, it's sentry guns.

1. Sentry Gun. It shoots slow but it does 500 damage each time. it reloads after 5 seconds and has a big impact force

2. Shielder. When you place down the Shielder down you press T [or a different Hotkey]  and it spawns a Barrier around the barrel for 30 seconds. Then the cooldown is 1 minute.

3. Steampunk Gatling Gun: It shoots like vulcan but slightly decreased damage. after 10 seconds it overheats and cools down for 5 seconds.

4. Suppeal: This detects magnum shells, so if someone shoots a magnum at this turret it spawns a hologram shield and reflects it into a different direction, or if shot at 0 degrees and 100% power it reflects it straight at you. dealing 500,1.5k or 2k Damage

5. Medic: This turret acts like an isida, it finds a Green team player and it starts healing him until its reload is out, so healing for 10 seconds. Then it reloads after 60 seconds [a minute]  to prevent campers.

 

EXTRA: Drone Depler: It detects drones and Deactivates them.

 

Red and Blue's Role: They have to try and destroy all the players in the green team, the green team players will spawn back after 10 seconds after being killed, not 5 seconds. If there are too many Sentry guns near the Explosive Barrel it buffs up the Red and Blue team with 50 seconds full supplies like overdrives but not shareable.

 

Thanks for reading this all, this is a good idea to add these, its hard work but maybe in the future it will be added!

 

seems to overcomplex

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i have an idea for a game mode where it pits you and and 7 other tankers against a never ending horde of bots that are very weak but attack in large numbers.

 

to give the defenders an advantage they can upgrade their tanks to become more powerful.

 

and a payload mode where one team pushes a payload and the other team must stop them.

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i have an idea for a game mode where it pits you and and 7 other tankers against a never ending horde of bots that are very weak but attack in large numbers.

 

to give the defenders an advantage they can upgrade their tanks to become more powerful.

I actually like that idea (like AI only uses smoky/hunter M0) but that much AI may cause lag

Edited by Aigaion

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counter act this by using really simple path finding. like go from spawn to point A and shoot any tanks you meet along the way and dont go around things (which could make a stratgey involving the mammoth treads. 

 

and have the AI number be few at first then slowly rise after wave 30 or 50 have it start to REALLY expand

Edited by tank_master_03

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New Battle Mode: Onslaught

 

ok so the battle mode will be a Death Match with a rugby spin on it, and a slight hint of juggernaut.

There will be 3 balls spawned in the beginning of the match, every person has a chance to try and fight for control of a ball.

Once the person with the ball is killed, the ball will be sent flying in a random direction and anyone can fight for it. 

 

If it is on the ground for more than 30-45 secs(starts once the ball stops completely), it will automatically re-spawn in any of 5 drop zones in the map, giving every single tanker in the match an equal shot at getting it. The time limit helps in case the ball cant be gotten.

The player with the ball will get a score boost of 60% if the tanker carries a ball.
A player who carries a ball gets a boost to his fire range, damage, firing rate, and hull speed by 10%. and +3% boost to overdrive for every kill. the boosts may be removed since they make to the game mode similar to juggernaut...

 

 

Now the upsides to this, people have complained that freeze is too powerful in modes like juggernaut, but it wouldn't be an issue in this mode. Because every tank will still have an equal chance at the ball, since the tanker with the ball wont have a super tank.

 

Now this game mode will obviously get intense because every player will be going after the tanker with the ball. so that person better be ready for an assault from every direction. and because of this, i think the person who has control over the ball should get a score bonus for every kill, it would only be fair in my opinion.
 

 

And yes I do understand I might not get an answer for this post because it is a battle mode idea, it will require alot of thinking, and alteration. But I am being hopeful, it is just I love dm because of how intense it gets, but i wanted to add something new to my favorite mode, without taking the free for all aspect out of it.

Edited by Hate
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Did you took the idea from League of Legends  :ph34r:

flkNxxv.png

dude i have a chromebook, i cant download any games on it so, and i dont watch any gameplay videos for it. so no i did not take it from league of legends

Edited by NemesisTheDemon

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dude i have a chromebook, i cant download any games on it so, and i dont watch any gameplay videos for it. so no i did not take it from league of legends

well i don't mean anything just wondering  :lol:

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boosts have been buffed. instead of 30% to speed, range, damage, firing rate, u now get 10%
and instead of +5% boost to overdrive per kill, it is now +3% per kill.

Number of balls in the game was changed from 5 to 3, while the drops zones stayed at 5, to keep the ball re-spawn location random.

Edited by NemesisTheDemon

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another thing about the HvR (humans versus robots) the robots will have variants. the smoky|hunter desgin is like solider a hunter/islada is a medic that heals other tanks and a shaft/viking is a sniper and a hammer/wasp is a scout. also every ten waves or so there will be a boss wave where two powerful tanks spawn and you must defeat them.

 

ideas for bosses.

 

1. fire and ice a combo of a firebird m2/hornet and a freeze m2/hornet. 

2  decimator: a boss that uses titan m2/ striker

3. overlord: the best dicription for this tank is the AI's take on the juggernaut. not as perfect (means less damage form railguns/striker) but with their own advancments (more armor yet slower). 

 

bosses are orginized into a list depending on wave.(i.e you can't encounter overlord on wave ten) one boss is randomly slected form this list and then sent to fight you.

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oh and for the mars idea, it should have red dirt(or what ever color mars is in the surface, it just looks red). instead of green grass. And i love this because it would open up a whole new set of parkour. So as a parkourist myself, i thank u lol

Edited by NemesisTheDemon

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