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On 4/18/2020 at 12:40 PM, Thiedes said:

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.

Then why was xp/bp usually with round stabilization in tournaments?

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Basically there's 2 teams that will play offense and defense (they will swap roles mid battle). On the map, there are 2 targets (could be represented by anything) for the offensive team to destroy and for the defensive team to defend. There are 7 rounds and it is best out of 7 (so a team has to win 4 rounds to win). The offensive team has a wasp bomb that can be picked up and carried by anyone on the team. If the bomb carrier is destroyed, he will drop it on the ground for everyone to see and for the offense to pick up. The wasp bomb detonates in 30 seconds after being placed and the defensive team has those 30 seconds to defuse the bomb. The offensive team has 1 minute to plant the bomb.  Once you are killed in a round, you do not respawn until the next round begins.

 

How the offensive team wins a round:

1. Destroy all the defenders. 

2. Plant the wasp bomb on the target and it detonates, meaning the defenders failed to secure the target in the 30 seconds it detonates.

 

How the defensive team wins a round:

1. Destroy all the attackers only in the condition the bomb never gets planted. The round continues even with the entire offense dead if the bomb is planted. The defenders will have to defuse the bomb in the required time or else risk losing the round, even though they eliminated all of the attackers. 

2. Defuse the bomb after it is planted. 

 

honestly, this could be a better version of the assault mode

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I've been thinking about this lately....like the reason why the number of players have drastically reduced...and i think the "pay-to-win" thing gave some players ready to spend money a drastic edge over those who don't spend any...so ultimately the respect to player's skill is lost.

so i thought of a new game mode...it goes like this...

Its like all players are given the same turret and hull with equal gear score and similar stats...so when this is same for all players ultimately skill will decide the winner.

The game mode (like DM or CTF) and the type of hull and turrets is upto the devs to decide.

this sort of a gameplay though not available all days should atleast be made available on sundays or an special event days...this can have a better scope for more players to play.

Finally to conclude,,this game has a lot of potential in it if the developers give some respect to players with skill tooo...

Hope i made my point clear...please quote your comments on this..

 

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Hello.

My idea is to introduce Quest mode. In Quest mode, you fight against a very strong AI, and you should kill it for time. If you succeed, you get an аrtifact which can boost considerably one of the parameters of your hull/turret/protection module, and this upgrade lasts for all the Mk's. If you lose, you keep the deaths from the mode

The difficulty depends on your gear.

Also, you can sometimes get a Prime AI. It will be like a boss -- far stronger, but far more rewarding, and you will have more time. Once you defeat it, you get 1 or 2 Combined Artifacts. One Combined Artifact can be used to upgrade three parameters.

About the AI, it will have Spectrum Module with protection depending on the upgrades of the turret. You can't get a protection module for the Quest mode, even through Artifacts. The AI won't be able to use supplies and to overdrive. Also, complete Mk0 AI is should be stronger than Mk8 Juggernaut.

 

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                                                                                                                                                               Fire wasp.

This mode has been under consideration since a long time and many players have suggested it.Players played this mode during any celebrations or for fun but since tanki removed battle funds from private battles things have changed.Players cant play fire wasp as random players jump in between the game as its public violating the fire wasp *Rules*.Tanki support never gave a clear reply to this suggestion since long and now players are vulnerable after the removal of funds from private battles.If tanki thinks majority does not want  this mode i suggest them to make a poll and let tankers decide for themselves.Id be waiting for a reply asap, thanks.

 

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On 3/25/2020 at 1:30 AM, Cue said:

Gungame mode:

Gungame is a custom gamemode where players receive a new weapon every time they get a kill, eventually scoring a kill with the final weapon wins the round. Server operators decide the cycle of weapons and the number of weapon needed to win. Usually the final weapon is a weapon that's difficult to get a kill with.

 

In a Tanki match, everybody starts with smoky+hunter, everybody has the same modification. Hulls are of 3 categories, and only one of each will be used throughout.

The turrets are rotated every kill, or every few kills (because there aren't enough guns).

There are 3 rounds.

DAM the idea itself aint the best but wow i really like the idea of changed turrets and almost everything u wrote. 

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Here's my idea for a game mode (Sorry if it seems like Is stole your idea. I didn't read the rest of this forum, so I apologize):

Frenzy (FRY)

In this mode, there are two teams, red and blue.
A special box (lets call it...the Point) will drop in the vicinity of the center of the map. The first player from which ever team to collect that box scores a point for their team.
When the box is collected, another box will begin to drop.

In this mode, all supply boxes that normally drop in battles (Repair Kits, Double Damage, Double Armor, Speed Boost, and Nuclear Supply) will drop at their respective drop locations once every 25 seconds.

In the end of the match, the first team who collects the most Points/reached the required score will win the game.

 

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Look, back in the good old days, generalissimos could fight warrant officer 5s, no sweat. I can tell you right now that you could have 50 recruits, and the 1 legend would not die once. 

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This is a bad idea.

1. The legends equipment will most likely be mk7+ while recruits will most likely just have no MUs, so the legend will be at least twice as strong as the recruits.

2. The legend will probably have 50% protections while the recruit can only settle for 5%.

3. The legend will likely to have at least tens of thousands of each supply while the recruits won't have any.

4. The legend might have a drone and or some alterations while the recruits definitely won't.

5. Let's not forget the skills aspect, the legend well, let's just say they know many things while the recruits are likely to be new to the game.

 

So taking all these into consideration, I would say that the legend would be about 8 times more powerful than the recruits.

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Eh it's not a bad idea ig, but it's almost likesolo juggernaut... Except quite unfair because of the factors mentioned above...

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I'm a commander, not a legend yet. But if you let me use my Railgun & Hornet with LCR & protection modules (I go for protection against rail, ricochet & thunder/twins), believe me, I won't die once even against 20 recruits. This will be a nice way for legends to earn a lot of experience points while increasing their K/D ratio. LOL

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On 4/24/2020 at 2:19 PM, LeonardoDiCaprio said:

In my opinion it would be a nice idea to have 10 recruits vs 1 legend terrains.

This would be a fun way to find out if tanking is about quality or quantity. 

 

Yes, but the only supplies that can be used are from bonus boxes.

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On 4/17/2020 at 10:33 AM, Maf said:
  • 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.

Is Tanki Ultra a good name?

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85% of Recruits can't even turn their turret yet. I have no idea how the Recruits could beat a Legend. There are tons of high or mid-ranked accounts with low-level equipment who stuggle big-time, even with a little experience.

Edited by GrayWolf8733
some of these accounts may not have played since the mk conversion, but I have seen all of these people in battle (except for tores_lucky, who was in a screenshot posted by TheCongoSpider).
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1 hour ago, featwasath said:

This will be a nice way for legends to earn a lot of experience points while increasing their K/D ratio. 

Now that you've mentioned this point, I'm 100% supportive of this update and hope that it happens.

  • Haha 2

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Just now, Towns said:

Bruh you could just send a link to a Google Docs with the nicknames of the people instead of hyper-linking them here xd

part of the reason I included all those profiles was to create emphasis :ph34r:

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1 minute ago, GrayWolf8733 said:

part of the reason I included all those profiles was to create emphasis :ph34r:

:rolleyes: 

 

What if the Legend is a noob who ran out of drugs and has 0 GS? Lol 

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Plz Can U Put Two Sections For Xp/Bp

1) One is put a section for m2 xp/bp so they can play peacefully nnot being an unfair game with the m3's

2) Second is that put a section for m3 xp/bp so there will be no unfair situations between m2 and m3's

It Made Me In A Sadness Emotion that with m2 i cant play xp/bp ...Please Help ? 

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