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Otherwise how are missions different than challenges?

They're different in the sense that you can change a Mission, but need to complete each and every tier to reach the final bonus of Challenges. Stop at one, and you don't progress at all.

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But then the premium players would be getting a lot more EXP than the players without it. 

Premium already gives double the amount of stars, so it's the same thing.

 

Another thing is that the amount of experienced earned for playing the objective in CTF, CP, ASL for the red team and RGB is far less than what you can get for just killing. Players would catch on to that within the first few days and then battles in those modes would definitely turn into TDMs. 

It doesn't have to be EXP. Could be battle score instead.

 

So why is it a daily mission?

For the record, I'm against having that daily mission and I asked devs multiple times to remove it. But at least now you don't have to actually collect the boxes and can instead use your own supplies, which counts towards the mission. On higher ranks this completely solved any potential sabotage problems from that mission.

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Here are my ideas.

 

Daily Missions: Earn Battle Points, Earn Stars, Earn Crystals and Finish Battles. Medium dificulty.

Remove from Daily Missions: Finish First, Capture Flag or Points, Score Goals, Kills, Catch Boxes and Use Overdrives(because some load fast and some slow)

 

Chains: Similar to Weekly Missions but without the floater mission.

10 Daily Missions = 1 Container

20 Daily Missions = 1 Containers

 

Quest, what is now Challenges

 

Super Missions:

K/D, Kills and EXP. But kills should give less points in team battles, except TDM, and in Juggernaut, unless you kill the Juggernaut.

 

Juggernaut should be stronger and everyone that contributed to the killing of it should get points. When Juggernaut uses OD it could reset the counting. Juggernaut could be fun if we encourage players to kill the Juggernaut and not eachother.

Edited by lssimo
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Yeah Given-but by a mission you only get one free change, and its considered fair to have to do one of those 2 missions even though they favor some hulls and turrets. Afterwards in order to change you have to pay.

So too there will be tiers that are harder for certain players (remember they are NOT impossible) and it is fair. You just have to work your way there. If you really want you can buy 'tier jumps' to skip tiers.

I still don't understand why it should be so different-that for missions its accepted but not for challenges.

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Yeah Given-but by a mission you only get one free change, and its considered fair to have to do one of those 2 missions even though they favor some hulls and turrets. Afterwards in order to change you have to pay.

So too there will be tiers that are harder for certain players (remember they are NOT impossible) and it is fair. You just have to work your way there. If you really want you can buy 'tier jumps' to skip tiers.

I still don't understand why it should be so different-that for missions its accepted but not for challenges.

If you're on Mobile, you can change them with Ads. If you aren't, you can change them for free once every day, that is, about 30 times a month. And you can't even pay crystals to change a tier's objective in a Challenge.

Acknowledge the fact that there are players who don't play hardcore, and are already tired of Finish first weekly missions and such. They can make their way past that by simply ignoring them. But if they get a difficult tier objective, they need to ignore the Challenge completely.

It's like saying "It's already worse, why not just trash it all?"

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So, any ideas what could be used instead? Earning EXP seems like the next best bet.

Exp and score are very similar - and both are synonym/dependant of the players skills.

Edited by Viking4s
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Whats the difference?  They get double the stars. Experience is not doubled with Premium - it's 1.5.

 

At least players won't drop out of battles as often just because you are on the losing team.  You may not always get stars but you ALWAYS get score/exp if you actually do something.

 

Gunning for stars ruins team battles as described further above.  

I didn't say it was doubled. I know that it gives a 1.5x boost the EXP. I used the comparison of a non-premium account getting a kill and a premium account getting an assist. An assist gives 5 EXP. 5 x 150% = 7.5 and I'm pretty sure the game rounds that up like they do with damage that contains decimals above 0.5. That would then result in 8 EXP for an assist like I stated in the post. 

 

An assist is objectively easier to obtain that a kill. A kill requires extra work while an assist only requires you to tag them. Autocannon Smoky is great at getting assist points as it can tag multiple enemies in a short time. Vulcan is the easiest turret to tag players with. So the fact that they can get almost as much EXP for getting an assist as getting a kill, doing this over an 6 minute and 45 second period is going to give the premium account a lot more EXP than a non-premium player getting kills assuming that they aren't stolen by the premium account player. 

 

The best way to get points is by killing and assisting in kills which would turn the battles into TDM, would it not? The EXP earned would have a minimum requirement too right? It may be close to 70 EXP as well. Seeing that they can't get much kills or assists in a blowout, they would leave. You get more battle score for a kill than EXP for it. So stars would be the better option if you're talking about dropping out of battles while being on the losing team. 

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Premium already gives double the amount of stars, so it's the same thing.

Yeah but it doesn't increase the number of battle score you get in a battle. Since it increases EXP, those players would get a big boost. They would be getting more stars and get on top easier, way easier I might add.

 

The competition I can see in this is that if a lot of players buy premium, then they would duke it out like how it is now since they'd be on equal terms. But then the players who don't have premium would suffer and be at the bottom of the table most of the time which would earn them less stars. 

 

It doesn't have to be EXP. Could be battle score instead.

What do you mean by this? Do you mean that it would be battle score being given out for picking up the flag or rugby ball? Why do that if all that matters is gaining EXP? 

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 you can change them for free once every day, you can't even pay crystals to change a tier's objective in a Challenge.

okay, but even if you change missions you won't really know that you will get anything better. 

Just like I changed this mission http://prntscr.com/nmn33i -only to get this http://prntscr.com/nmn3c8 .

So it still might be hard for a certain turret. 

 

 change them for free once every day, that is, about 30 times a month. 

No one is keeping their missions for a month-to get a better mission. Also keep in mind that just because a kill enemies mission may seem harder for say an Isida-an Isida also will get 10 kills just by playing a few battles-even if you also try to heal. Everyone has their mission.

Unless you want Tanki to sell 'tier changes' for crystals-or give a shuffle-that the different requirements for each tier switch.

 

It's like saying "It's already worse, why not just trash it all?"

No, I am saying if you think its okay to have this by daily missions-don't have a double standard and all of a sudden by challenges it is horrible. If you believe that its not the way Daily Missions should work either-

 

For the record, I'm against having that daily mission and I asked devs multiple times to remove it. 

than I guess you are right about the challenges.

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hmmm, I'm gonna say, no, I don't see why the shaft, who hasn't moved, the entire game should get a little bonus, because an ally did all the work on the other side of the map, but in the question of, if an isida who followed the flag-attacker through the enemy base, using it's own drugs and overdrive to fight off the enemy defenders, should that player get a little bonus? enven though they didn't directly pick up a flag, thats another debate to have.

I'll agree with the Isida part. My alt's main turret is Isida M3 with Support Nanobots. I tried killing an afk Titan with full health just to see how long it would take me. It took 1-1/2 loads to kill him. I spend vast majority of my time healing teammates at base and in the battlefield. I've kept flag and ball carrieres alive in ASL, CTF, RGB. I've protected them while they were hiding by healing and planting mines, etc. all the good things an Isida should do. There are times when I feel like a one armed paper hanger because I'm running around the battlefield trying to heal. But in the end, I don't have enough score for even one star. 

 

EDIT: My low score is because of all the travel time I have to do and many times, by the time I get there the teammate has already used RK, plus I seldom engage the enemy, unless there's a chance I might make a kill. I've also taken verbal abuse from teammates because I was on one side of the battlefield healing 4 teammates and another is on the other side with low health telling me to quit multing and do my job. Another time, I had just finished healing 2 Mammoths who had no health bars left. A Titan with just a thread of health came to me to be healed. I didn't have enough juice left, but I was doing my best with what I had. He told me I was useless. 

Edited by u812ic
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I'll agree with the Isida part. My alt's main turret is Isida M3 with Support Nanobots. I tried killing an afk Titan with full health just to see how long it would take me. It took 1-1/2 loads to kill him. I spend vast majority of my time healing teammates at base and in the battlefield. I've kept flag and ball carrieres alive in ASL, CTF, RGB. I've protected them while they were hiding by healing and planting mines, etc. all the good things an Isida should do. There are times when I feel like a one armed paper hanger because I'm running around the battlefield trying to heal. But in the end, I don't have enough score for even one star. 

 

EDIT: My low score is because of all the travel time I have to do and many times, by the time I get there the teammate has already used RK, plus I seldom engage the enemy, unless there's a chance I might make a kill. I've also taken verbal abuse from teammates because I was on one side of the battlefield healing 4 teammates and another is on the other side with low health telling me to quit multing and do my job. Another time, I had just finished healing 2 Mammoths who had no health bars left. A Titan with just a thread of health came to me to be healed. I didn't have enough juice left, but I was doing my best with what I had. He told me I was useless. 

Yup, I experience this basically every day when using Support Nanotbots...except for the verbal abuse part. I rarely get that. The last time I did though, it was from a friend who seemed to not remember me. That hit me hard. :(

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Lol. A reward for playing badly. XD

That is the topic's official idea.

How about my idea:

 

So if you are the 2nd to last for 'Hot Potato'-you wouldn't drop the flag to the last teammate when he asks you for it? You would rather capture the flag than get an extra 1000 crystals?

Read it up on page 2.

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Wait-you won't do the x on purpose?

 

What is the point of doing 'My Job'-to get more crystals-which you anyways gain more by doing the team mission-if it calls for using a heavier hull or a lighter hull.

 

Also-you really think there will be one troll that won't do the mission to get everyone?

They also want the bonus-and such trolls are not that common.

In case you may have missed the comments in other parts of the forum, there are players who don't specifically do missions. If they complete a mission, it's by accident. If such a player has a mission for 25 kills and makes 25 kills, the mission is complete, but not because that player was trying to complete it. That doesn't make the player a troll. If the player isn't interested in doing personal missions, what makes you think they'll "do it for the team?"

 

Besides that, you're assuming that everyone is a team player. I'm seeing most players are individuals who happen to be on a team. How many battles have you seen where nearly the entire team never leaves the base and is parked the opposite end of the base from the flag or goal. Or are in opposing team territory playing TDM. In either case, their flag is being stolen, Touchdowns being made, base being successfully attacked or all the control points are in the opposing teams color and the team that you are counting on to do a team mission doesn't give a rat's behind. 

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Tanki developers i am hoping you to increase the number of container in the rewards of weekly mission because containers are very hard to obtain as a non-buyer player as they are very profitable to non-buyers. I mean completing missions for a full week just for 3 containers its not fair as the earlier mission system were giving a lot of containers as per ranks. 


         Please developers increase the number of containers or bring back the old mission system


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I agree with you my friend. Yes, developers must increase the number of regular containers from 3 to 6 per week. Weekly containers must remain as the usual 6. That is 6 standard containers + 6 weekly containers per week.

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I think devs decided that missions will remain as they are - fairly simple tasks with standard (and occasionally special) rewards, which you can complete within a day. Meanwhile paints will stay in missions, and to be honest, what you're suggesting is pretty much exactly how you can already earn paints from missions. Only instead of earning "tokens" from missions, you earn stars from finishing battles.

 

 

Explains why we get 22 free paints for completing the challenges.

S why would Tanki give you this for free?

 

I agree with you my friend. Yes, developers must increase the number of regular containers from 3 to 6 per week. Weekly containers must remain as the usual 6. That is 6 standard containers + 6 weekly containers per week.

 

 

 

Tanki developers i am hoping you to increase the number of container in the rewards of weekly mission because containers are very hard to obtain as a non-buyer player as they are very profitable to non-buyers. I mean completing missions for a full week just for 3 containers its not fair as the earlier mission system were giving a lot of containers as per ranks. 

         Please developers increase the number of containers or bring back the old mission system

 

Why?

(Bad for the economy-Maf)

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missions restarts after a week

 

Say you just finished all your weekly missions at the same time.

then you get 3 new ones right away.

but say you just finished two, then the week passed before finishing the third.

then you have to wait a whole another week (or how ever long it is before the missions restart)

That's absurd.

It should be, a new one comes in right after you finish it, if its been over a week.

You can't disagree with that.

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I believe it was done like this intentionally, to encourage more players to play the game on a daily basis. You're not the first to suggest this, but I doubt it will be changed.

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If the only reason is encouraging players to play more often-why won't someone play more to get a new weekly mission before the end of the week-so that mission will have another one when it is completed?

The logic can work both ways.

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Main mission

 

There is main button in the missions category. We cannot press it but we can see. Maybe it is for missions with no timer and cannot be changed because they are main missions. but my idea is to give it story.

Story like how the great never ending war is started or something like that. (It gives mission like characters are giving you work to do. Like buy this or do that).

 

Or missions like Kill X numbers of enemies with X turret (because it is main you cannot change or it have no timer so you can complete it anytime and you don't have to give 100% focus on main mission)

Main mission should give x2 or x3 number of something like weekly supplies.

Weekly supplies got everything like drugs, batteries and crystals so for main mission X number of containers and there will be something like Story container or Main Container that gives supplies like Container but x3 more better that will be cool. Cool and if main mission container give everything like weekly containers does then it will be good) Combine Container and weekly container so you are getting supplies, crystals, batteries and some random cheap paint)

 

Personal, I think main mission should give more reward then daily/weekly missions because it is MAIN mission so rewards will be better because we are doing something from MAIN part of the game.

-----

Just remembered that new tank will come that will Hover (not touch the ground) so how about Game developers released both of them together. From the main mission you have to collect pieces of Tank which will Hover (cannot be flip or upside down).

An X Character (Guy with latest Tech) will give you missions like do this, do that and in reward you will get nothing but pieces of Flying tank. Players can only get Tank by completing Main missions.

Also To keep main missions alive do this thing like random characters give you missions and reward is like piece of XT skins and etc stuff. Side missions (daily,weekly and challenges) give rewards which they do now. But main mission should have different concept and reward equal for every rank because it is MAIN mission (can be story line or whole new concept no one thought about).

 

Thanks for reading that much.

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Agree. I usually finished the first weekly mission in 4-5 days.

 

I would play more everyday if they give me a new weekly mission the next day like daily missions.

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