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Suggestions for the Upcoming Unity-based Tanki Online


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I propose that... *Dramatic them music*...in the switch to Unity, we get one name change when copying our accounts over.

It would be in the account copy form; looking somewhat like this

I get to keep my Vikingsrall* callsign because I can transfer it over to the Unity version. Hopefully, the nickname database will be the same, so you can't take the nickname of someone who is playing the previous version of the game.

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DROPSHIPS

Me (@Cyrus92) and DiamondBlaze150 came up with this idea.

When a Tank spawns, It should not just appear there...

It should have a Dropship that drops it in. The looks of the ship would vary according to hull.

The ship should also have the paint of the Tank.

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DROPSHIPS

Me (@Cyrus92) and DiamondBlaze150 came up with this idea.

When a Tank spawns, It should not just appear there...

It should have a Dropship that drops it in. The looks of the ship would vary according to hull.

The ship should also have the paint of the Tank.

And we can't control the drop-ship, right?

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DROPSHIPS

Me (@Cyrus92) and DiamondBlaze150 came up with this idea.

When a Tank spawns, It should not just appear there...

It should have a Dropship that drops it in. The looks of the ship would vary according to hull.

The ship should also have the paint of the Tank.

Maybe you might to give a option to disable the drop ship thing cuz that would really kill the stealth of players like me.

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Tanki says we can copy our Flash profiles to the Unity version.

 

There's nothing stopping them changing their mind once they've sat down and

calculated the most profitable way to squeeze cash out of players.

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Well there is nothing but us players to make sure that we give the best reasons why they shouldn't make us start from scratch. I will start:

What about all those players who are at and above? Does tanki really think that it is a good idea all those players to start from scratch?  

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This is NOT the original post from PuncherTank!

I took it as the base for my own view on the matter and made many changes to it.

 

My Suggestions (some of these have been suggested before) : THAT 'S RIGHT! :D


1. Everyone Starts Fresh: Players should be able to transfer their garage to the new Unity version.

Though everyone should start from the bottom and work their way up through the ranks. If I joined as a former Generalissimo with m3/m4 equipment, this will mean that I have to unlock all my previous earned and/or bought items (or similar equipment) when I rank up.

Just as it works in TO Flash. So all will be fighting with M0 equipment when starting on Tanki Unity.

Difference in skills will quickly be measured and point 6. Smart Battle Limits kicks into action.

This will soon lead to interesting and competitive battles between equally skilled (and most likely experienced) players.

An alternative would be to receive a similar/reasonable value of former equipment in TO Flash in the form of the new in game currency.

Note: Each player registered in the current version will have the exclusive right to claim the same nickname in the Unity version - this exclusive right can last for a certain period of time after the Unity version goes live.

 

2. All Maps Should Be Played Upon: Lack of diversity in battle arenas is already a huge off-putting problem, and players playing the same popular maps  - like Polygon, Silence, Sandbox, Noise, etc. - will only promote the recreating of the problem. Unity TO should offer fresh experiences and therefore playing in less popular Maps will lead to higher battlefunds. This will most likely result in more Tankers creating battles  on less popular Maps. Players who still want to play in their favourite Map can always do so, but will have to except lower battlefunds.

 

3. More Large Maps: Large maps are a lot of fun to play and you can go for a few hours straight on the same map without getting bored. Unfortunately, large maps are currently underrated in the game in favor of small/medium maps. The Unity TO should focus more on medium to large maps, I'd be very excited (and I'm sure many other players would agree) to play very large maps; like 2-4 times the size of Lost Temple.

Still small Maps will always stay in TO Unity for the Tankers who love them.

 

4. Improved Fund Growth and Distribution: All maps and battle modes should be fairly equally efficient in terms of fund increase and experience point gain (progression). The current fund and progression systems are flawed and they favor certain small/medium maps where there's a lot more, fast-paced action.

 

5. Nerfed Supplies: No need to explain how supplies can make it miserable for the non-buyer players here. Supplies currently give too much power to druggers beyond any skill can balance, for example a hornet m3 that uses double armor then repair kit will have 4 times the health points of a non-drugging hornet m3 - this is crazy!

Instead of 100%, supplies should provide a more reasonable advantage, like 30% or max. 50%.

These percentages also count for the healthkit, so this supply will almost never restore health back to a 100%.

And definitely no more "lots of supplies" for cheap.

This way all battles can be supply-enabled but there still will be PRO no-supply battles.

 

6. Smart Battle Limits: Battle limits should be more skill-based than strictly rank-based to have better balanced teams. A new skill ranking system can be developed to take different variables into consideration; like player's win rate, equipment grade, supply inventory and the player's rank.

 

7. Random Gold Boxes: The Gold Box is a cool feature of this game, but sadly it encourages mults and gold hunters who only camp somewhere safe and wait for the Gold Box without really engaging in the battle or helping their teammates. And don't you just hate it when you're actively engaged in combat and suddenly half of your teammates leave after a Gold Box has dropped?!

To combat this multing the Goldbox should still fall, but immediately after the alarm sounds and it will be more a matter of luck who gets it.

This way all Tankers, regardless of the hull they are using have a fair chance of catching one.

Making Goldboxes enjoyable for every Tanker.

 

8. Equipment Customization: This will be a decent revenue generator for the game without affecting gameplay. Many custom items can be available for purchase including: stickers, head/tail lights, decorative modules, etc.

 

9. Public Player Profile and Achievement Stats: Each player should have his/her own game profile page that can be publicly viewed by anyone. The profile page can include an avatar and some stats about the player; like join date, rank, total number of battles complemented (broken down into different modes; CTF, CP, TDM and DM), accumulative win rate (broken down into different modes), skill rating, clan membership (if any), friends list, special achievements/milestones, etc.

 

10. Achievement Trophies/Medals: TO can award distinguished players with unique trophies or medals that will be displayed on the player's profile page. The trophies should be for special achievements or milestones, examples:

  • Veteran: A player who has completed a total number of 10,000 battles or more.
  • Invincible: A player with an accumulative win rate above 95% after completing a certain number of battles, say 500.
  • Audacious: A player who has captured a total of 10,000 flags or more, not on empty arenas though.
  • Iron Fist: A player who has all the hulls and turrets at the maximum power grade (M4, currently).
  • Partisan: A player who has distinguishably helped run or improve the game; like Helpers of the Project and other eminent contributors on the forums.

11. Premium Accounts: This would be the main income generator for the game. Premium status can be purchased for a monthly subscription fee, and it gives certain benefits to the player without having a negative impact on gameplay for other free players. Such benefits may include:

  • Increased rewards in battles: Premium players will have their rewards in battles boosted by a certain percentage, for example 25% more than a free player would get.
  • Faster progression: Premium players will progress/rank up significantly faster, if wanted, than free players.
  • Special customization: Some custom items can only be available to premium players, like gold coating for turrets. These custom items will be available for free, but will only last as long as the premium status is maintained.
  • Customized profile page: Premium players will have more options to personalize their profile page; like adding a background, photos, videos, etc.
  • Highlighted battles: Premium players will be able to create battles with custom titles.
  • Special kits: anything except "lots of supplies".

 

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My Suggestions (some of these have been suggested before) : THAT 'S RIGHT! :D

1. Everyone Starts Fresh: Players should be able to transfer their garage to the new Unity version.

Though everyone should start from the bottom and work their way up through the ranks. If I joined as a former Generalissimo with m3/m4 equipment, this will mean that I have to unlock all my previous earned and/or bought items (or similar equipment) when I rank up.

Just as it works in TO Flash. So all will be fighting with M0 equipment when starting on Tanki Unity.

Difference in skills will quickly be measured and point 6. Smart Battle Limits kicks into action.

This will soon lead to interesting and competitive battles between equally skilled (and most likely experienced) players.

An alternative would be to receive a similar/reasonable value of former equipment in TO Flash in the form of the new in game currency.

Note: Each player registered in the current version will have the exclusive right to claim the same nickname in the Unity version - this exclusive right can last for a certain period of time after the Unity version goes live.

 

2. All Maps Should Be Played Upon: Lack of diversity in battle arenas is already a huge off-putting problem, and players playing the same popular maps  - like Polygon, Silence, Sandbox, Noise, etc. - will only promote the recreating of the problem. Unity TO should offer fresh experiences and therefore playing in less popular Maps will lead to higher battlefunds. This will most likely result in more Tankers creating battles  on less popular Maps. Players who still want to play in their favourite Map can always do so, but will have to except lower battlefunds.

 

3. More Large Maps: Large maps are a lot of fun to play and you can go for a few hours straight on the same map without getting bored. Unfortunately, large maps are currently underrated in the game in favor of small/medium maps. The Unity TO should focus more on medium to large maps, I'd be very excited (and I'm sure many other players would agree) to play very large maps; like 2-4 times the size of Lost Temple.

Still small Maps will always stay in TO Unity for the Tankers who love them.

 

4. Improved Fund Growth and Distribution: All maps and battle modes should be fairly equally efficient in terms of fund increase and experience point gain (progression). The current fund and progression systems are flawed and they favor certain small/medium maps where there's a lot more, fast-paced action.

 

5. Nerfed Supplies: No need to explain how supplies can make it miserable for the non-buyer players here. Supplies currently give too much power to druggers beyond any skill can balance, for example a hornet m3 that uses double armor then repair kit will have 4 times the health points of a non-drugging hornet m3 - this is crazy!

Instead of 100%, supplies should provide a more reasonable advantage, like 30% or max. 50%.

These percentages also count for the healthkit, so this supply will almost never restore health back to a 100%.

And definitely no more "lots of supplies" for cheap.

This way all battles can be supply-enabled but there still will be PRO no-supply battles.

 

6. Smart Battle Limits: Battle limits should be more skill-based than strictly rank-based to have better balanced teams. A new skill ranking system can be developed to take different variables into consideration; like player's win rate, equipment grade, supply inventory and the player's rank.

 

7. Random Gold Boxes: The Gold Box is a cool feature of this game, but sadly it encourages mults and gold hunters who only camp somewhere safe and wait for the Gold Box without really engaging in the battle or helping their teammates. And don't you just hate it when you're actively engaged in combat and suddenly half of your teammates leave after a Gold Box has dropped?!

To combat this multing the Goldbox should still fall, but immediately after the alarm sounds and it will be more a matter of luck who gets it.

This way all Tankers, regardless of the hull they are using have a fair chance of catching one.

Making Goldboxes enjoyable for every Tanker.

 

8. Equipment Customization: This will be a decent revenue generator for the game without affecting gameplay. Many custom items can be available for purchase including: stickers, head/tail lights, decorative modules, etc.

 

9. Public Player Profile and Achievement Stats: Each player should have his/her own game profile page that can be publicly viewed by anyone. The profile page can include an avatar and some stats about the player; like join date, rank, total number of battles complemented (broken down into different modes; CTF, CP, TDM and DM), accumulative win rate (broken down into different modes), skill rating, clan membership (if any), friends list, special achievements/milestones, etc.

 

10. Achievement Trophies/Medals: TO can award distinguished players with unique trophies or medals that will be displayed on the player's profile page. The trophies should be for special achievements or milestones, examples:

  • Veteran: A player who has completed a total number of 10,000 battles or more.
  • Invincible: A player with an accumulative win rate above 95% after completing a certain number of battles, say 500.
  • Audacious: A player who has captured a total of 10,000 flags or more, not on empty arenas though.
  • Iron Fist: A player who has all the hulls and turrets at the maximum power grade (M4, currently).
  • Partisan: A player who has distinguishably helped run or improve the game; like Helpers of the Project and other eminent contributors on the forums.

11. Premium Accounts: This would be the main income generator for the game. Premium status can be purchased for a monthly subscription fee, and it gives certain benefits to the player without having a negative impact on gameplay for other free players. Such benefits may include:

  • Increased rewards in battles: Premium players will have their rewards in battles boosted by a certain percentage, for example 25% more than a free player would get.
  • Faster progression: Premium players will progress/rank up significantly faster, if wanted, than free players.
  • Special customization: Some custom items can only be available to premium players, like gold coating for turrets. These custom items will be available for free, but will only last as long as the premium status is maintained.
  • Customized profile page: Premium players will have more options to personalize their profile page; like adding a background, photos, videos, etc.
  • Highlighted battles: Premium players will be able to create battles with custom titles.
  • Special kits: anything except "lots of supplies".

 

 

Dude quit posting this post.You have already posted this a few times and people didn't like this so please man stop.

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Dude quit posting this post.You have already posted this a few times and people didn't like this so please man stop.

It 's the first time I posted it: don 't know why you think I posted it more than once?

 

And if you really would have looked at it you would have seen I made changes to the original post of Punchertank.

 

What you have done is copy my complete own post again. Why? Unnecessary.

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I am going to add my comments into a copy of the original post. 

 

His Suggestions + My Thoughts. (some of these have been suggested before)

 

1. Everyone Starts Fresh: Players should not be able to transfer their garage to the new Unity version. Everyone should start from the bottom and work their way up through the ranks. If I joined as a Generalissimo with m3/m4 equipment, this will leave little to look forward to.

Note: Each player registered in the current version will have the exclusive right to claim the same nickname in the Unity version - this exclusive right can last for a certain period of time after the Unity version goes live.

 

I don't really like this idea. At a very minimum we should be able to keep our current rank and be given a few of our current garage items to get us started in the Unity version. Maybe 3 hulls, 3 turrets, and some paints or give us 50 - 60% percent of our current garage value in crystals so we can buy some new equipment. Starting all players back at recruit will cause a huge problem for any "new" players. They will be forced to try and play against too many highly skilled players, get discouraged and quit. 

 

2. All Maps Should Be Brand New: Lack of diversity in battle arenas is already a huge off-putting problem, and offering the same popular maps - like Polygon, Silence, Sandbox, etc. - will only promote the recreating of the problem. Unity TO should offer a fresh experience, and those who wish to play on Island, Polygon and other commonplace maps will still be able to do so in this (flash) version of TO.

 

3. More Large Maps: Large maps are a lot of fun to play and you can go for a few hours straight on the same map without getting bored. Unfortunately, large maps are currently underrated in the game in favor of small/medium maps. The Unity TO should focus more on large maps, I'd be very excited (and I'm sure many other players would agree) to play very large maps; like 2-4 times the size of Lost Temple. I hope we won't see another Island or Sandbox in the new TO.

 

I don't really have much to say about maps. It is my understanding they are going to rework some of that stuff anyway.

 

4. Improved Fund Growth and Distribution: All maps and battle modes should be fairly equally efficient in terms of fund increase and experience point gain (progression). The current fund and progression systems are flawed and they favor certain small/medium maps where there's a lot more, fast-paced action. I did make some suggestions to improve this; see this topic for improved fund growth in large maps, and this for improved fund distribution.

 

The in game economics has always been a problem. The current version has created such a demand for crystals that many players have resorted to using mults and cheats just to get enough crystals to stay competitive. The distribution of battle funds should be re-worked. It should based more off of your personal achievements and less on which team you are on. Currently, mult like players that are on the winning team can sometimes get more crystals then hard playing, high scoring players on the losing team.

 

5. Nerfed Supplies: No need to explain how supplies can make it miserable for the non-buyer players here. Supplies currently give too much power to druggers beyond any skill can balance, for example a hornet m3 that uses double armor then repair kit will have 4 times the health points of a non-drugging hornet m3 - this is crazy! Instead of 100%, supplies should provide a more reasonable advantage, like 30%. Also, supplies should be more expensive to encourage wise use - no more "lots of supplies" for cheap. This way all battles can be supply-enabled and there will be no need for PRO no-supply battles.

 

The use of supplies is a highly debated topic. I do feel that the area of supply use needs to be looked at. Reducing the effect is not a bad idea. Currently, the game has become a free to play but pay to win game due to the fact that buyers can buy such a huge advantage with supplies and kits. Plus now that they allow full MU to the next "M" level at too low of a rank buyers have gained even more of an advantage.  Micro upgrades should be graduated between ranks.

 

6. Smart Battle Limits: Battle limits should be more skill-based than strictly rank-based to have better balanced teams. A new skill ranking system can be developed to take different variables into consideration; like player's win rate, equipment grade, supply inventory and the player's rank.

 

A good idea but it sounds complicated. Maybe just equipment based limits is good enough. Equipment is already determined by rank so battle limits based off equipment are more accurate and will also limit the ranks. And don't forget there is still a big difference between a non MU'ed item and a fully MU'ed one so you will still have some diversity.

 

7. No Gold Boxes: The Gold Box is a cool feature of this game, but sadly it encourages mults and gold hunters who only camp somewhere safe and wait for the Gold Box without really engaging in the battle or helping their teammates. And don't you just hate it when you're actively engaged in combat and suddenly half of your teammates leave after a Gold Box has dropped?! Gameplay will be better without the Gold Box.

 

I agree with you on this one. Gold box hunters are a real problem. I do like @Lord-of-the-Snipersidea, but have my own. Have gold boxes fall with no warning at all but fall in the same locations as supply boxes. That way people who are paying attention will see a gold falling and stand a better chance of getting it. For those who like to hunt the boxes Tanki could add a new map mode with no battle funds only falling crystal boxes. Players could fight all they want over the boxes and not bother players that are more interested in CTF.  OR they could remove gold boxes from all modes except DM. 

 

8. Equipment Customization: This will be a decent revenue generator for the game without affecting gameplay. Many custom items can be available for purchase including: stickers, head/tail lights, special engine sound - like a Lamborghini B) (only audible to the driver), decorative modules, etc.

 

Great idea. How many players just had to "rent" those fancy add-ons they had a while back.

 

9. Public Player Profile and Achievement Stats: Each player should have his/her own game profile page that can be publicly viewed by anyone. The profile page can include an avatar and some stats about the player; like join date, rank, total number of battles complemented (broken down into different modes; CTF, CP, TDM and DM), accumulative win rate (broken down into different modes), skill rating, clan membership (if any), friends list, special achievements/milestones, etc.

 

Another great idea. I would however make sure it had options to hide what ever players wanted.

 

10. Achievement Trophies/Medals: TO can award distinguished players with unique trophies or medals that will be displayed on the player's profile page. The trophies should be for special achievements or milestones, examples:

  • Veteran: A player who has completed a total number of 10,000 battles or more.
  • Invincible: A player with an accumulative win rate above 95% after completing a certain number of battles, say 500.
  • Audacious: A player who has captured a total of 10,000 flags or more, not on empty arenas though.
  • Iron Fist: A player who has all the hulls and turrets at the maximum power grade (M4, currently).
  • Patron: A player who has spent more than $500 in total.
  • Partisan: A player who has distinguishably helped run or improve the game; like Helpers of the Project and other eminent contributors on the forums. Note: the first player to receive this trophy should be PuncherTank. ;)
This is another good one. I've always wondered why something like this was not in this game. 

 

 

11. Premium Accounts: This would be the main income generator for the game. Premium status can be purchased for a monthly subscription fee, and it gives certain benefits to the player without having a negative impact on gameplay for other free players. Such benefits may include:

  • Increased rewards in battles: Premium players will have their rewards in battles boosted by a certain percentage, for example 25% more than a free player would get.
  • Faster progression: Premium players will progress/rank up significantly faster than free players.
  • Special customization: Some custom items can only be available to premium players, like gold coating for turrets. These custom items will be available for free, but will only last as long as the premium status is maintained.
  • Customized profile page: Premium players will have more options to personalize their profile page; like adding a background, photos, videos, etc.
  • Highlighted battles: Premium players will be able to create battles with custom titles.
  • Special kits: anything except "lots of supplies".
  • Spectator mode.
With something like this in the game, Tanki could still make lots of income and remove the advantage buyers currently have. Tanki can stay true to the original concept of this game, which was free to play for everyone. They always said that they didn't want remove free players from the game. They said that free players are just as important to the game as buyers but the current version has become a buyer game.

As for the special kits and spectator mode, I vote NO on these two. These would give the buyer that in game advantage we are trying to stay away from.

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I do have a few other ideas.

  • We need an improved, in game, reporting system.
  • We need a way to remove un-wanted players.
  • We need an improved garage control panel.

I also have an idea that would help control some of the abuse caused by players with multiple accounts.

Seeing as we will need to create new accounts for Unity way not take this opportunity to change the way we sign up? I was thinking that when someone comes to create a new account they should have to supply a real name and valid e-mail. In order to complete your sign-up you would need to agree to the "terms of use" and verify though e-mail, just like almost every other online site. To take it one step further each account would be able to have a fixed number of game profiles under 1 account.  No more people with a bunch of untraceable accounts that can be used as mults. If you get caught breaking rules on one of the profiles then the whole account receives a ban, which in turn blocks all the profiles.  No more getting banned on 1 account just to switch to an alternate and continue being a problem. You need to take control before the problems can even start and better account control starts at sign-up.

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I do have a few other ideas.

  • We need an improved, in game, reporting system.
  • We need a way to remove un-wanted players.
  • We need an improved garage control panel.

I also have an idea that would help control some of the abuse caused by players with multiple accounts.

Seeing as we will need to create new accounts for Unity way not take this opportunity to change the way we sign up? I was thinking that when someone comes to create a new account they should have to supply a real name and valid e-mail. In order to complete your sign-up you would need to agree to the "terms of use" and verify though e-mail, just like almost every other online site. To take it one step further each account would be able to have a fixed number of game profiles under 1 account.  No more people with a bunch of untraceable accounts that can be used as mults. If you get caught breaking rules on one of the profiles then the whole account receives a ban, which in turn blocks all the profiles.  No more getting banned on 1 account just to switch to an alternate and continue being a problem. You need to take control before the problems can even start and better account control starts at sign-up.

Brilliant!

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Dude quit posting this post.You have already posted this a few times and people didn't like this so please man stop.

I agree but please put large text like that in spoilers. Thanks.

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Start fresh? I dont know about you but other tankers have probably spent lots of monry into tanki and all of it gone? Just no.

Also imagine all the time spent in tanki, all gone into waste. People like that started 4 or 5 years back and that still play would be mad if they had to start fresh.

 

Your idea is just outrages.

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Dudes, Flash player is going to die regardless of Unity...

Mozilla Firefox blocked Flash player two weeks ago, due to security reasons. Soon, we won't be able to find browsers to play Tanki... even if flash Tanki is there, it will be available only via Flash player, which is tiresome because Stand alone Flash player simply is not a browser...

 

So, this game (flash Tanki) is going to end someday. Maybe we started to get used to it.

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Dudes, Flash player is going to die regardless of Unity...

Mozilla Firefox blocked Flash player two weeks ago, due to security reasons. Soon, we won't be able to find browsers to play Tanki... even if flash Tanki is there, it will be available only via Flash player, which is tiresome because Stand alone Flash player simply is not a browser...

 

So, this game (flash Tanki) is going to end someday. Maybe we started to get used to it.

But those who have already witnessed the awesomeness of unity will be the quickest to cope with these changes(I am one of those people) :)

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Hi. I really hope that the newly announced version of Tanki Online shall bring much better graphics and also more battle types, plus more power types of weapons.

 

I am really looking forward for a much more interesting version of Tanki Online.

 

Thank you.

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1. Everyone Starts Fresh: Players should not be able to transfer their garage to the new Unity version. Everyone should start from the bottom and work their way up through the ranks. If I joined as a Generalissimo with m3/m4 equipment, this will leave little to look forward to.

Note: Each player registered in the current version will have the exclusive right to claim the same nickname in the Unity version - this exclusive right can last for a certain period of time after the Unity version goes live.

What about those who spent so much time to get those m4 garages? They'll just simply quit...

And the biggest problem in this... some people have invested more than £1000 on this game. They would not be happy!

 

2. All Maps Should Be Brand New: Lack of diversity in battle arenas is already a huge off-putting problem, and offering the same popular maps - like Polygon, Silence, Sandbox, etc. - will only promote the recreating of the problem. Unity TO should offer a fresh experience, and those who wish to play on Island, Polygon and other commonplace maps will still be able to do so in this (flash) version of TO.

I think that is actually going to happen in the new Unity Tanki. All maps except some famous ones (Silence, Polygon etc.) will stay but they will be edited a bit, and the rest will be new and bigger for more action.

 

 

3. More Large Maps: Large maps are a lot of fun to play and you can go for a few hours straight on the same map without getting bored. Unfortunately, large maps are currently underrated in the game in favor of small/medium maps. The Unity TO should focus more on large maps, I'd be very excited (and I'm sure many other players would agree) to play very large maps; like 2-4 times the size of Lost Temple. I hope we won't see another Island or Sandbox in the new TO.

This, I think, will also be in the new tanki as well. Bigger maps for more action in the game )

 

 

4. Improved Fund Growth and Distribution: All maps and battle modes should be fairly equally efficient in terms of fund increase and experience point gain (progression). The current fund and progression systems are flawed and they favor certain small/medium maps where there's a lot more, fast-paced action. I did make some suggestions to improve this; see this topic for improved fund growth in large maps, and this for improved fund distribution.

Bigger maps = more people

More people = more and faster kills

more and faster kills = more fund

 

 

5. Nerfed Supplies: No need to explain how supplies can make it miserable for the non-buyer players here. Supplies currently give too much power to druggers beyond any skill can balance, for example a hornet m3 that uses double armor then repair kit will have 4 times the health points of a non-drugging hornet m3 - this is crazy! Instead of 100%, supplies should provide a more reasonable advantage, like 30%. Also, supplies should be more expensive to encourage wise use - no more "lots of supplies" for cheap. This way all battles can be supply-enabled and there will be no need for PRO no-supply battles.

I'm stuck in the middle of this idea. At one point, I like it, but from another point I don't. So I'd go with having the supplies like they are, but only a BIT nerfed.

 

 

6. Smart Battle Limits: Battle limits should be more skill-based than strictly rank-based to have better balanced teams. A new skill ranking system can be developed to take different variables into consideration; like player's win rate, equipment grade, supply inventory and the player's rank.

That's a good idea, but a lot of work. The current system should stay but a skill-based limit could be added as well )

 

 

7. No Gold Boxes: The Gold Box is a cool feature of this game, but sadly it encourages mults and gold hunters who only camp somewhere safe and wait for the Gold Box without really engaging in the battle or helping their teammates. And don't you just hate it when you're actively engaged in combat and suddenly half of your teammates leave after a Gold Box has dropped?! Gameplay will be better without the Gold Box.

I'm sorry, but this idea is really bad for youtubers and gold hunters! The gold box siren is one of the best things a tanker likes hearing... and removing that would just make them too sad :c

 

 

8. Equipment Customization: This will be a decent revenue generator for the game without affecting gameplay. Many custom items can be available for purchase including: stickers, head/tail lights, special engine sound - like a Lamborghini  B) (only audible to the driver), decorative modules, etc.

It's a tank game mate. The Unity Tanki graphics make the game and maps look more realistic! And with stickers and head/tail lights, it's just gonna ruin it :$

 

9. Public Player Profile and Achievement Stats: Each player should have his/her own game profile page that can be publicly viewed by anyone. The profile page can include an avatar and some stats about the player; like join date, rank, total number of battles complemented (broken down into different modes; CTF, CP, TDM and DM), accumulative win rate (broken down into different modes), skill rating, clan membership (if any), friends list, special achievements/milestones, etc.

 

I guess 'Ratings' will already be good enough. It will have most of what you said )

 

10. Achievement Trophies/Medals: TO can award distinguished players with unique trophies or medals that will be displayed on the player's profile page. The trophies should be for special achievements or milestones, examples:

  • Veteran: A player who has completed a total number of 10,000 battles or more.
  • Invincible: A player with an accumulative win rate above 95% after completing a certain number of battles, say 500.
  • Audacious: A player who has captured a total of 10,000 flags or more, not on empty arenas though.
  • Iron Fist: A player who has all the hulls and turrets at the maximum power grade (M4, currently).
  • Patron: A player who has spent more than $500 in total.
  • Partisan: A player who has distinguishably helped run or improve the game; like Helpers of the Project and other eminent contributors on the forums. Note: the first player to receive this trophy should be PuncherTank.  ;)

Once again, ratings will have achievements too.

 

11. Premium Accounts: This would be the main income generator for the game. Premium status can be purchased for a monthly subscription fee, and it gives certain benefits to the player without having a negative impact on gameplay for other free players. Such benefits may include:

  • Increased rewards in battles: Premium players will have their rewards in battles boosted by a certain percentage, for example 25% more than a free player would get.
  • Faster progression: Premium players will progress/rank up significantly faster than free players.
  • Special customization: Some custom items can only be available to premium players, like gold coating for turrets. These custom items will be available for free, but will only last as long as the premium status is maintained.
  • Customized profile page: Premium players will have more options to personalize their profile page; like adding a background, photos, videos, etc.
  • Highlighted battles: Premium players will be able to create battles with custom titles.
  • Special kits: anything except "lots of supplies".
  • Spectator mode.

It's a profit for developers, but it ruins one of the best things about tanki: Very less advantage of buyers over non-buyers. Someone who doesn't want to or isn't alllowed to buy would like this game as there is nothing like premium membership and stuff. This will just give too big of an advantage to buyers.

 

 

 

 


 

Sorry for the long post everyone :)

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It's a profit for developers, but it ruins one of the best things about tanki: Very less advantage of buyers over non-buyers. Someone who doesn't want to or isn't alllowed to buy would like this game as there is nothing like premium membership and stuff. This will just give too big of an advantage to buyers.

 

 


 

Sorry for the long post everyone :)

Under the current system, there already is a huge advantage for being a buyer. A premium account would offer other perks to being a buyer that won't give someone such a huge advantage in battles. 

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