Jump to content
EN
Play

Forum

Tanki Online theories


 Share

Recommended Posts

Simple, post your theories about the game here. I'll start;

I always wondered why Railgun can penetrate enemy tanks but not simple barriers, but then it hit me; If the game is just a big gladiatorial fight, the weapons could be downscaled/simulated! That also explains why nothing ever causes destruction to the environment; It's a simulation!

Share this post


Link to post
Share on other sites

Simple, post your theories about the game here. I'll start;

I always wondered why Railgun can penetrate enemy tanks but not simple barriers, but then it hit me; If the game is just a big gladiatorial fight, the weapons could be downscaled/simulated! That also explains why nothing ever causes destruction to the environment; It's a simulation!

http://en.tankiforum.com/index.php?showtopic=361421&p=6249842

Share this post


Link to post
Share on other sites

Carousel was a map designed by Figishe or TO devs?

 

What if 19 magnums shoot a tank to make it fly? How high the tank will reach?

The sky's the limit! Literally! You should see the impact force at work.

Share this post


Link to post
Share on other sites

Except no? This is theories regarding in-game mechanics and maps.

Well in that case there's not much to discuss. The answer is the same for everything: "It works like that because that's how devs made it".

Share this post


Link to post
Share on other sites

Alright, here's one I've been having shower thoughts about;

What if Esplanade, Silence, and Massacre are all linked?

To start off, Massacre is a wide, untamed field with lots of hills and elevation. Except at the two spawn areas, where there are craters like those in the minefields outside of some maps. There is also land similar to it in Silence that you can't normally access without being in parkour mode. And there's another thing; The giant wall going across the upper portion of the map! The same wall that's in Esplanade and a few other maps. Which leads to my theory; What if chronologically the battles take place first in Esplanade, where the wall is finally breached into Silence, which is overrun and goes into Massacre?

 

Discuss.

Share this post


Link to post
Share on other sites

Alright, here's one I've been having shower thoughts about;

What if Esplanade, Silence, and Massacre are all linked?

To start off, Massacre is a wide, untamed field with lots of hills and elevation. Except at the two spawn areas, where there are craters like those in the minefields outside of some maps. There is also land similar to it in Silence that you can't normally access without being in parkour mode. And there's another thing; The giant wall going across the upper portion of the map! The same wall that's in Esplanade and a few other maps. Which leads to my theory; What if chronologically the battles take place first in Esplanade, where the wall is finally breached into Silence, which is overrun and goes into Massacre?

 

Discuss.

What conditions have to be met for the wall to be considered breached?

Share this post


Link to post
Share on other sites

What conditions have to be met for the wall to be considered breached?

Overrun, maybe completely overtaken?

It could have also just been retreated from.

Share this post


Link to post
Share on other sites

Alright, here's one I've been having shower thoughts about;

What if Esplanade, Silence, and Massacre are all linked?

To start off, Massacre is a wide, untamed field with lots of hills and elevation. Except at the two spawn areas, where there are craters like those in the minefields outside of some maps. There is also land similar to it in Silence that you can't normally access without being in parkour mode. And there's another thing; The giant wall going across the upper portion of the map! The same wall that's in Esplanade and a few other maps. Which leads to my theory; What if chronologically the battles take place first in Esplanade, where the wall is finally breached into Silence, which is overrun and goes into Massacre?

 

Discuss.

 

What conditions have to be met for the wall to be considered breached?

 

Overrun, maybe completely overtaken?

It could have also just been retreated from.

There's a few ways this could be played. One idea I have is to start out in Esplande with the usual Red and Blue teams. After a specified time or if one team completely quits (for sake of discussion let's say red is the losing team), that triggers the breached wall.

 

Gameplay: Blue and Red battle it out on Esplande. At the end of 15 minutes Blue is winning, but the clock doesn't end the Esplande battle. A timer signals the end of 15 minutes, making the wall penetrable for the winning team. (I'm not sure which wall in Esplande you want to be breached). However, they have to break down the wall with weapons while still battling Red. When the wall is passable, what's left of Blue will pass through to Silence, but Red cannot pass through and the battle is over for them. They collect their winnings and go home. Blue does not collect winnings. 

 

We are now in Silence, where another Red team is waiting. Those who died while trying to break through the wall can now respawn in Silence (no pun intended). The battle continues, as above. When the conditions are met for the Silence wall to be breached (as above), the winning team will go through to Massacre. The battle continues, as above. This time, when conditions are met, instead of penetrating a wall, the battle ends. All collect their winnings and go home.

 

If Blue loses the second skirmish, they collect their winnings from the first and second battle and go home. Then Red advances through to Massacre. However, if Blue manages to win all three skirmishes, they will collect their winnings for all three. 

 

Blue has lost the second skirmish and the signal has gone off for the winning team (in this case Red) to breach the wall. They will still have to battle Blue while trying to penetrate the wall. Red goes through and Blue collects their winnings and goes home. Those on Red who have died trying to breach the wall, can now respawn in Massacre, where they face a new Blue team. 

 

This is the final battle. Whoever wins is declared the Superior team and collects not only their share of the battle fund, but also a bonus. The bonus could be extra crystals in the battle fund or a gold rain. 

 

Those who leave any battle forfeits their share of the battle fund, as in any other battle, and cannot rejoin until the wall has been breached. They can fill any empty space on either team in the next skirmish. However, if anyone leaves during the final battle, they cannot rejoin and collects nothing. During a battle, if space is open, any player can fill that slot, except for someone who has left. This prevents players quitting a losing team to join a winning team during the same skirmish. 

 

This battle mode can be very long, especially for those who stay for all three skirmishes.

  • Like 4

Share this post


Link to post
Share on other sites

There's a few ways this could be played. One idea I have is to start out in Esplande with the usual Red and Blue teams. After a specified time or if one team completely quits (for sake of discussion let's say red is the losing team), that triggers the breached wall.

 

Gameplay: Blue and Red battle it out on Esplande. At the end of 15 minutes Blue is winning, but the clock doesn't end the Esplande battle. A timer signals the end of 15 minutes, making the wall penetrable for the winning team. (I'm not sure which wall in Esplande you want to be breached). However, they have to break down the wall with weapons while still battling Red. When the wall is passable, what's left of Blue will pass through to Silence, but Red cannot pass through and the battle is over for them. They collect their winnings and go home. Blue does not collect winnings. 

 

We are now in Silence, where another Red team is waiting. Those who died while trying to break through the wall can now respawn in Silence (no pun intended). The battle continues, as above. When the conditions are met for the Silence wall to be breached (as above), the winning team will go through to Massacre. The battle continues, as above. This time, when conditions are met, instead of penetrating a wall, the battle ends. All collect their winnings and go home.

 

If Blue loses the second skirmish, they collect their winnings from the first and second battle and go home. Then Red advances through to Massacre. However, if Blue manages to win all three skirmishes, they will collect their winnings for all three. 

 

Blue has lost the second skirmish and the signal has gone off for the winning team (in this case Red) to breach the wall. They will still have to battle Blue while trying to penetrate the wall. Red goes through and Blue collects their winnings and goes home. Those on Red who have died trying to breach the wall, can now respawn in Massacre, where they face a new Blue team. 

 

This is the final battle. Whoever wins is declared the Superior team and collects not only their share of the battle fund, but also a bonus. The bonus could be extra crystals in the battle fund or a gold rain. 

 

Those who leave any battle forfeits their share of the battle fund, as in any other battle, and cannot rejoin until the wall has been breached. They can fill any empty space on either team in the next skirmish. However, if anyone leaves during the final battle, they cannot rejoin and collects nothing. During a battle, if space is open, any player can fill that slot, except for someone who has left. This prevents players quitting a losing team to join a winning team during the same skirmish. 

 

This battle mode can be very long, especially for those who stay for all three skirmishes.

That would be neat! Sounds like something that could happen in TX, but can you imagine the amount of lag and cache TO would have to have? 

I've been playing a lot of TF2 lately and more and more the idea of an attack/defend map series similar to Dustbowl and Gorge seems like a good idea for a new gamemode or even some kind of competitive format.

Share this post


Link to post
Share on other sites

Alright, here's one I've been having shower thoughts about;

What if Esplanade, Silence, and Massacre are all linked?

To start off, Massacre is a wide, untamed field with lots of hills and elevation. Except at the two spawn areas, where there are craters like those in the minefields outside of some maps. There is also land similar to it in Silence that you can't normally access without being in parkour mode. And there's another thing; The giant wall going across the upper portion of the map! The same wall that's in Esplanade and a few other maps. Which leads to my theory; What if chronologically the battles take place first in Esplanade, where the wall is finally breached into Silence, which is overrun and goes into Massacre?

 

Discuss.

You know that road in Highland? That road could lead into Silence, making Highland some kind of outpost 

Share this post


Link to post
Share on other sites

You know that road in Highland? That road could lead into Silence, making Highland some kind of outpost 

What if the train tracks going through Station lead to the ones that end in Kungur? There's lots of maps that could be connected just based on the various props that are shared, but the more likely answer is that they're shared props. Still, a man can theorize, yeah?

Share this post


Link to post
Share on other sites

My theory: tanki is only concerned about money. When have they ever done anything the players wanted?

The nerf of Vulcan, introduction of the format battles like Dictator Rail and FIre Wasp, the sales on most holidays...

Share this post


Link to post
Share on other sites

What if the train tracks going through Station lead to the ones that end in Kungur? There's lots of maps that could be connected just based on the various props that are shared, but the more likely answer is that they're shared props. Still, a man can theorize, yeah?

I've always wondered where all those train tracks lead to. All the tracks stop at a wall, having those walls the ones to be breached would be good. 

Share this post


Link to post
Share on other sites

I've always wondered where all those train tracks lead to. All the tracks stop at a wall, having those walls the ones to be breached would be good. 

I thought maybe they were supply lines that got cut off by all the fighting.

Share this post


Link to post
Share on other sites

I mean in parkour mode, how high could a tank go if the turrets with the most strong impact force could shoot a tank in the sky?

Very interesting actually. Can you penetrate the skybox or would you simply just drop? Regardless, it'd be so difficult to continuously hit that Wasp. :D

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...