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Alright, I've come with an idea or suggestion of making only 1 mission (out of 3) replaceable and with no cost, if the mission is replaced, they will have to wait 24 hours to replace the new mission if they don't feel like they can or... you know what I mean.. Rather than making it 1k cyrstals for each change

 

What do you think?

 

 

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If the  "top 3 on the winning team" mission doesn't change to "top 3 in the game", I'll just start doing what so many other people are doing.  As soon as I see my team is going to lose, I will quit.

 

Tanki seems to want to make this happen.  Why else would they encourage it?

 

Here's an example of the problem.  In this game, I beat the best player on the opposing team by 45 points.  I beat the best player on MY team by 100 points!  In spite of the fact that I was the lowest-ranked player in the game (along with one other),  I scored more than Colonels, Brigadiers, Major Generals, Lt. Generals, a Full General, a Marshall and a Field Marshal (whom I beat by 110 points!  That's SEVEN RANK LEVELS!)

 

My reward?  A "screw you" from Tanki.

 

There was nothing more I could have done to complete the mission. Note that I only made 2 kills.  All the rest of my points were from planting flags.  Match making stuck me with a horrible team - and I got punished for it.

 

This sucks, Tanki.  You might as well have missions that say, "Make the worst player on your team score 100 points" or "Force the opposing team to change their turrets".  It's just stupid to have a mission where you outplay EVERYONE in the entire game and still cannot complete your mission because the other players on your team suck.

 

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Edited by n99b

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Here's an example of the problem.  In this game, I beat the best player on the opposing team by 45 points.  I beat the best player on MY team by 100 points!  In spite of the fact that I was the lowest-ranked player in the game (along with one other),  I scored more than Colonels, Brigadiers, Major Generals, Lt. Generals, a Full General, a Marshall and a Field Marshal (whom I beat by 110 points!  That's SEVEN RANK LEVELS!)

 

My reward?  A "screw you" from Tanki.

3 stars that you rightfully earned. 

 

 

If the  "top 3 on the winning team" mission doesn't change to "top 3 in the game", I'll just start doing what so many other people are doing.  As soon as I see my team is going to lose, I will quit.

 

I'd suggest attempting to complete this mission in DM mode if the team modes aren't helping you as much as you would like it to. 

 

And if you keep quitting when you see your team is down, then you're missing out on potential stars...if you care about challenges, that is. 

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3 stars that you rightfully earned. 

 

 

 

I'd suggest attempting to complete this mission in DM mode if the team modes aren't helping you as much as you would like it to. 

 

And if you keep quitting when you see your team is down, then you're missing out on potential stars...if you care about challenges, that is.

 

I just change the "top 3" missions, wish we could change it in weekly missions as well.

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New mission idea.

 

You know those suggestions for specific equipment played?

Well I have something similar but it will be what I think is a lot more lenient.

Use any combo for x amount of time or x amount of battles.

So say you started with Viking and thunder. Now that is the combo you will have to finish the mission with.

So what do you guys think? :)

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Cool idea, I'll definitely take this over the capture (x) flags and score (x) goals missions.

 

But I have one question, this would take into account the fact that not everyone has all the turrets and hulls in the game right? It should randomly select combos from the equipment you have at the moment. There also seems to be another issue, which is the presence of m0/m1 turrets and hulls in your garage if you're a higher ranked player. You can't be assigned to do a mission using a much weaker tank than your peers, otherwise you'd be helping the enemy team. I think it should randomly select the best of what you've got based on your rank.

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I think it has a good chance of being implemented. It might "force" others to acquire equipment if the rewards are high enough.

This would be a horrible version of the idea, and I don't see it being implemented.

The game is not designed for players to have all the combos.  Way, way too expensive.

Only buyers can acquire combos for the purposes of completing missions so.. adding another layer of P2Win.

 

I honestly don't see how the original idea can be implemented fairly.

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Cool idea, I'll definitely take this over the capture (x) flags and score (x) goals missions.

 

But I have one question, this would take into account the fact that not everyone has all the turrets and hulls in the game right? It should randomly select combos from the equipment you have at the moment. There also seems to be another issue, which is the presence of m0/m1 turrets and hulls in your garage if you're a higher ranked player. You can't be assigned to do a mission using a much weaker tank than your peers, otherwise you'd be helping the enemy team. I think it should randomly select the best of what you've got based on your rank.

Of course, that's why I said, "the combo you started the mission with will be the combo that you have to finish with."

 

If you change the turret or hull, then the mission won't progress until you change it back. However, you can change your protection module, drone, alteration, paint, skin, shot effect and you'll still be able to progress through this mission. This is because I want this mission to have as simple of an understanding as possible and be very convenient for everyone.

 

So the mission won't start until you go into battle. Meaning you can equip any turret or hull you want to complete the mission with. :)

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This would be a horrible version of the idea, and I don't see it being implemented.

The game is not designed for players to have all the combos.  Way, way too expensive.

Only buyers can acquire combos for the purposes of completing missions so.. adding another layer of P2Win.

 

I honestly don't see how the original idea can be implemented fairly.

Well, this idea is way more forgiving than others that were similarly suggested.

 

It takes into account what you have atm. You go to battle with whatever you have selected and it'll progress.

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Of course, that's why I said, "the combo you started the mission with will be the combo that you have to finish with."

 

If you change the turret or hull, then the mission won't progress until you change it back. However, you can change your protection module, drone, alteration, paint, skin, shot effect and you'll still be able to progress through this mission. This is because I want this mission to have as simple of an understanding as possible and be very convenient for everyone.

 

So the mission won't start until you go into battle. Meaning you can equip any turret or hull you want to complete the mission with. :)

So I can start mission with original combo... immediately switch... then with 30 seconds left switch back to original combo?

 

If not, I just see players jumping out of a battle they have waited for because the combo does not suit the map.   If we could see the map before battle starts (looking at you tanki-X lobby) that would be much, much better.

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So I can start mission with original combo... immediately switch... then with 30 seconds left switch back to original combo?

 

If not, I just see players jumping out of a battle they have waited for because the combo does not suit the map.   If we could see the map before battle starts (looking at you tanki-X lobby) that would be much, much better.

 

Oh, I didn't think of this. Well I guess we could make this happen. As long as you finish the battle with the combo is what matters.

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This would be a horrible version of the idea, and I don't see it being implemented.

The game is not designed for players to have all the combos.  Way, way too expensive.

Only buyers can acquire combos for the purposes of completing missions so.. adding another layer of P2Win.

 

I honestly don't see how the original idea can be implemented fairly.

They can throw in any combo at random. Or maybe even the LEAST used 5 combos. Just like they throw in Modes to complete. I don't play ASL or DM, yet they still show up in my missions. I play CTF and TDM a lot so why can't I get those missions without me having to change?

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They can throw in any combo at random. Or maybe even the LEAST used 5 combos. Just like they throw in Modes to complete. I don't play ASL or DM, yet they still show up in my missions. I play CTF and TDM a lot so why can't I get those missions without me having to change?

But you could play those battle-modes - nothing preventing you from doing so except maybe your dislike of them.

 

However, getting a mission with requirements (like a turret) you can't meet automatically means you must use the free switch on that, and thus still have to keep the "finish top-3" mission that can, in actuality, become a 2 or even 3-day mission.  And then there's the possibility you use the free switch on "use a turret [you don't have]" and get another just like it.

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Now here's a question that may be coming up a lot.

 

Q: What if I forget which turret and hull I used to start the mission?

 

A: I think what could be done is that devs could add something like this [turret + hull] in brackets in the mission details.

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Earn 1000 experience points with Mamoth + Firebird.

 

This can be one of the worst ideas of T.O history, lol.

If you chose that combo to start the mission with, then that'll be your fault. ;)

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But I have one question, this would take into account the fact that not everyone has all the turrets and hulls in the game right? 

I interpreted it as "use the same combo in X battles in a row without changing". So you can choose any combo you like, but you must play with it for a certain amount of battles without changing anything - this obviously includes turret and hull, but if devs are feeling extra mean about it, they could make it require drones, modules and alterations too.

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Aha, thanks for making it clearer to me, so you choose one combo and stick with it for (x) battles or have to earn experience using it. One potential problem would be the unpredictability of the maps you're put in, so you'll need a versatile combo if you're gonna have to earn 1000 experience or finish 10 battles with it. But overall I don't think that's much of a setback, and I'd really like to see missions of this type implemented.

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Aha, thanks for making it clearer to me, so you choose one combo and stick with it for (x) battles or have to earn experience using it. One potential problem would be the unpredictability of the maps you're put in, so you'll need a versatile combo if you're gonna have to earn 1000 experience or finish 10 battles with it. But overall I don't think that's much of a setback, and I'd really like to see missions of this type implemented.

I mostly use thunder, which make me as versatile as can be. Now my two best hulls are an m3 9/20 Viking and an m2 10/10 hunter.

 

Now my hunter is for when I need to go offensive because that stability is key to my success with missions that require me to meet more enemies like get kills, score points, or capture points, also that OD helps too.

 

My Viking is for more laid back missions like finish battles x times, activate OD x times, or collect x supply x times. So I'd often be just defending.

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3 stars that you rightfully earned. 

 

 

I'd suggest attempting to complete this mission in DM mode if the team modes aren't helping you as much as you would like it to. 

 

And if you keep quitting when you see your team is down, then you're missing out on potential stars...if you care about challenges, that is. 

I hate DM.

 

Tanki has made ALL of the battles much more about just shooting fast and running away.  No strategy at all.  Just getting shot at from every direction all the time.

DM is the WORST of that crap.  I've always disliked DM.  But since MatchMaker, I  rarely play it at all.  Even the "finish X DM games" is just me marking time - it's not worth actually playing.

 

If Tanki is for adults, then DM is for mental 3-year-olds.

 

I don't give a fig about the "challenges".

 

But here's the point: If not for the fact that my TEAM played like crap, I would have completed the mission.  So my not completing the mission is really Tanki penalizing me because MatchMaker stuck me on a crap team full of feeble players.  It's not because of anything I failed to do - except recognize that the team was a crap team and QUIT early.

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I just change the "top 3" missions, wish we could change it in weekly missions as well.

That's where it sucks the worst.  When you get a weekly that says "top 3 on the winning team", you hope that the other two missions aren't dogs because you know that one's gonna be a PITA.

 

Top-3 should be just that: One of the top 3 players.  Not "top 3 --- and lucky that MatchMaker didn't put you on a crap team".

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