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1 hour ago, miguelduarte13 said:

Not bad the bad side it that it will take alot of work for devs to make mostly the way players will change the turrent every kill/stage 

yeh true

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On 3/27/2020 at 8:10 AM, Maf said:

Great idea, though way too complicated to implement in a sense that it's not worth putting in so much effort to improve a single game mode. We'll see if Juggernaut gets other changes though, since it's likely to get another balance update soon.

I guess the same reason would apply here too. I don't think this will be as hard to balance as it seems.

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23 hours ago, ILiveOnTheChatBox123 said:

I guess the same reason would apply here too. I don't think this will be as hard to balance as it seems.

Sure, but this will stall TO for a LONG time just to fix 1 game mode. Most players at a time play Rugby battles only finding it by chance in Quick Battle or a slim chance of a mission. The Rugby mode is fine as it is and TO should focus on bigger issues like the HTML5 Client and the New Hull, Ares, which affects the game in a bigger aspect than one measly game mode. Also. TO Mobile on iOS anyone?

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I think rugby would become more popular if it has such an update. The current mode is avoided by many players, and may be retired in the future. Tanki seems interested in churning out new modes like JGR, TJR, Siege and thought of it as a great cover for AOJ (the prank) since that is what they usually do.

I realize that Tanki won't spend nearly the same amount of time on a singular mode as they do on new turrets or hulls, ODs, and concepts that affect all gameplay. But Tanki does not just ignore the individual modes. Tanki takes great effort to make other modes not just be TDM by increasing rewards for winners, top 3 of winning team mission, etc. Therefore I think this might be an option.

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Basically DM, but instead of kills, you are ranked based on the sum total of damage you deal to enemies within the match. Would be interesting to see a mode with light hulls as the better tier, repair kits as being a disadvantage, and kill-stealing not a thing

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15 hours ago, sensei_tanker said:

Basically DM, but instead of kills, you are ranked based on the sum total of damage you deal to enemies within the match.

Turrets that are able to damage multiple enemies at a time will dominate here.

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3 hours ago, TheCongoSpider said:

Turrets that are able to damage multiple enemies at a time will dominate here.

Just like any game mode, certain turrets always do better. It's like using freeze for CTF or shaft for TDM. 

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On 4/4/2020 at 6:36 PM, sensei_tanker said:

Just like any game mode, certain turrets always do better. It's like using freeze for CTF or shaft for TDM. 

This game mode would be tracking damage. A turret like Isida who can only damage one enemy at a time and at melee range up would be outscored heavily by a ranged player who can damage multiple enemies at once. They are in less danger so they can survive longer to damage enemies longer.

 

Even when taking into account overkill damage, Isida can overkill at a maximum of 499 damage. Gauss and Magnum can reach an overkill of 4338 and 4658 damage respectively. Shaft is not a splash damage turret, but has the highest damage for a direct shot in the game. It's capable of having an overkill of 8249 at maximum.

 

Splash damage turrets, and turrets with large overkills like Shaft, Gauss, Magnum and alternated Railgun's complete a deal damage mission faster than the others. 

 

Seeing that the mode is scoring you on damage output, this is not giving all turrets a reasonable chance. 

 


And I'm curious. By your examples above, for Freeze being better in CTF and Shaft being better in TDM, what do you mean by that? If you mean their impact on the outcome of the battle, well yes, but that Freeze could be on the defense for the entire battle and end up last place due to not having any enemies coming towards it (due to its teammates spawnkilling them).

 

Or for Shaft in TDM. It's great for getting a confirmed kill for your team, but cannot damage more than one enemy like Gauss and Magnum can. Yes, they can self-destruct and lose their team a point, but then can gain at most 8 points for their team in once shot, or realistically, 3 points for their team in one shot. 

 

Or Support Nanobots Isida in TJR. They healing the Juggernaut can be very influential in the outcome of the battle, but they most often end up last place or with less than 70 score because healing the Juggernaut does not give you good score. Their contribution to the victory was large, but their score was very small. 

Edited by TheCongoSpider
Fixed two wrong numbers.

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I think Rugby hasn't met its full potential as a game mode. What I would like to see is a huge wasp-bomb explosion everytime a goal is scored at the goal. This would clear all defenders of the goal and make the game mode more epic.

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Why should the team that just lost a point get an even further setback by getting damaged/killed near their base?

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Better idea - make a cosmetic "goal explosion" item that appears every time above your tank (like rank-up effect) when you capture flags or score a goal in rugby. It could be anything from a advanced rank-up effect, to butterflies shooting out of your tank and from a tornado to a snow storm that causes snow to appear above the flag podium/goal post. Give these cosmetics rarities, add some in containers, some (the cooler ones) in shop and release one or two in monthly Challenges. 

The effect lasts only for a few seconds and becomes yet another "status symbol" in the game.

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My suggestion is to create a new game mode which is highly futuristic. In this gamemode, the players should move twice the current maximum speed in a custom hull and turret. The hull should be particularly futuristic and the turret should have 3 different modes, 1 mode for firing sticky grenades (single tap fires it instantly with no travel time; tapping again 2 times after this single tap detonates the sticky grenade) a sort of sword which can be used to destroy tanks. When deployed, the sword takes the place of the turret. Useful for hitting enemies coming at you at high speeds because grenades will blow up in your face. Lastly, a Railgun type weapon which fires instantly with no reload. Lastly, the arena should be a futuristic grid, sort of like from Tron such that players can modify the terrain (raise or lower, perhaps with restricted range and time to allow for more interesting combat). Lastly, there should be a few interesting structures such as a loop which speeds players up, or a switch which when driven over causes a rocket to be randomly fired at players.

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Hello Guys,

Today I came up with a new idea for a new mode, it will be called " Heist "

It will be available , just like DM and solo Juggernaut mode, for a limited time during Special Events and celebrations.

This will be a team mode, each team will have a cabin , each team's goal is to destroy enemy team's cabins to win the game.

The cabins will have A LOT of Health, and each team needs to protect his cabin from the other team.

Comment with your thoughts about this mode!

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  1. This isn't a new game mode - it's a completely new spin-off game. A game mode is supposed to fit all the other modes in a sense that you join it and play with equipment you have in the garage.
  2. AFAIK, It's impossible to make tanks move twice as fast due to constraints of the physics engine. Increasing movement speed makes things glitch, and it would also be impossible and annoying to control.
  3. Modifying the terrain is not a capability of the current map architecture. If such a feature was implemented, there would be no reason to limit it to just one game mode. See movable parts in maps.
  4. The boosts and switches are an interesting idea, but once again - no reason to restrict them to a single game mode. Such a global feature should be released in all game modes.
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On 4/6/2020 at 5:30 AM, Maf said:

Why should the team that just lost a point get an even further setback by getting damaged/killed near their base?

Dying really isn't a setback in this game. It's more like a reset. You get to respawn with full health and no cooldowns on your drugs. I think this would actually benefit the team that just lost a point because now they have full potential to score a goal, as opposed to being on half or low health and their drugs have run out and being cooled down.

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I searched for this and I never found anything simmilar so I'm just going to write it in a brand new topic.
I like to play xp/bp mode alot, just like thousands of all other players, but this has been bugging me for a while.
Whenever I flip, most of the times I need three shots to die. These 3 shots aren't just for flippy thing. It's for regular playing too, like If enemy caries a flag and I shot him twice he sometimes survives sometimes don't.  But I'd like to get rid of that, so when playing XP/BP, railgun auto equips "round stabilization" alteration which denies the possibility of 3 shot on a light hull.

In short, 3 shot thing is annoying so when clicking xpbp battle it auto equips round stabilization, so 3 shot thing doesnt happen at all.
 

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I dont think that it would be quite beneficial in my opinion. I play a lot of xp/bp and its more of a game changer when some one gets destroyed by 3 shots, would really ruin the fun if you'd know that you will be destroyed in exactly 2 shots 100% of the time.

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On 4/15/2020 at 12:27 PM, BouDy said:

Hello Guys,

Today I came up with a new idea for a new mode, it will be called " Heist "

It will be available , just like DM and solo Juggernaut mode, for a limited time during Special Events and celebrations.

This will be a team mode, each team will have a cabin , each team's goal is to destroy enemy team's cabins to win the game.

The cabins will have A LOT of Health, and each team needs to protect his cabin from the other team.

Comment with your thoughts about this mode!

This mode is from Brawl Stars XDDD

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5 minutes ago, yellowghetto said:

This mode is from Brawl Stars XDDD

I started playing it again. Heist is one of my favourite modes and it would be interesting to have it in Tanki. Main problems I'm seeing are Magnums targeting it from remote locations and Mammoth's Overdrive. 

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2 hours ago, TheCongoSpider said:

I started playing it again. Heist is one of my favourite modes and it would be interesting to have it in Tanki. Main problems I'm seeing are Magnums targeting it from remote locations and Mammoth's Overdrive. 

Don't forget Viking's overdrive and Wasp's overdrive lol

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