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Tanki In-Game Competitive Ladder System


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Idea taken inspiration from Overwatch. I will use the abbreviation Comp. play for Competitve play because i cba to type Competitive every time.

Well, the matchmaking system has shown that the tanki engine is capable of evaluating your equipment, comparing it with others and putting you in a battle based on that.

I think that because of this system, beside the regular, non-PRO battles, there should be an option to go into what is called "Competitive Play".
Competitive play consists of seasons, where players battle to be placed in a rank, and then to climb up the rank ladder to become the best. Season lengths can be variable, I am not sure on a good length but something like 1 or 2 months might be fine.
All Competitive matches will be Supplies off, but drops on.Edit: MUs are also off. There is a certain skill towards controlling drops that eSports players have mastered.

Competitive Play should have 2 modes
For players playing by themselves e.g. a group of 1 - they will only be able to play DM.

We already know that the matchmaking system will allow for "battle groups".
For groups of players, the matchmaker can fill battles with groups of teams of equal number. However, you wouldnt want 2 groups of 2 running around Lost Temple trying to kill the enemy, so the matchmaker should use this formula
maxmapSize = groupSize + 2.
This way, the maximum size of map a 2v2 could play in would be in a 4v4 map, and that isnt too bad.

Each mode has a separate ladder. You can have a solo rank and a team rank. These can be displayed on your profile page, as well as all your previous ranks of past seasons.

Players choose 1 tank combo at the start of every season - a turret, hull and 3 modules.
Once chosen, they will have to use this combo for the entirety of that Competitive season. This is why it is "competitive". Should you be exceptionally skilled in your combo, you should dominate the battlefield and climb the ranks.
The allowance of 3 modules allows for some counter play against the enemy team - they may have a dominating thunder, slap on a thunder module and you will be fine.

The Matchmaker should split Comp play into 3 sections: M1, M2 and M3. Which section you go into is decided by your rank - Warrant Officer 1 to Third Lieutenant = M1
Second Lieutenant to General = M2
Marshal to Legend = M3
If players have bought product kits allowing them to acquire higher level equipment not normally available at thier rank, this equipment should not be allowed to be chosen.

Edit: A better system is just to classify battles as M1 M2 and M3 based on the equipment players choose at the start of a season. This way, product kits could also be used.
There should also be a LCG module classification system. For example :
In Love - M1 Module
Rustle - M2 Module
Prodigi - M3 Module

So, that is maps and equipment covered. Onto the actual ladder system. Every season, players should have to complete 10 "placement games" in order to determine their rank. Once this is done, you can play however many matches you may want in order to increase or decrease your rank, depending on whether you win or lose.

The Competitve Ladder will have a longer wait time than the regular non-pro battles, that is to be expected, and there should be a warning message before entering in a search for a competitive game if a long wait time is expected.

Thank you for reading all of that (if you even read it all), and I would appreciate any refinements or suggestions you may have regarding this idea.

Edited by D.A.R.K.N.E.S.S
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Valid

 

I think it's an issue, that the allocation of a player to sections (M1 M2 and M3) is determined by the rank. If it would be easier and more intuitive, if it picks the equipment level of your combo you chose to select for this comp battles. This would also allow to use kits.

 

Your proposal sounds like the MUs are off. Together with Supplies off your proposal encourages a way of thinking that non-supply battles are more pro then supply battles.. and this might end up in a negative effect on the game economy. I guess there is a reason why quite some mayor contest in the last.. hmm.. 12 months?.. included a supply-on mode as well. So maybe a second mode, a supply-on mode, would be beneficial.

At the same time, the number of different scenarios has to be limited to reduce the waiting times in the matchmaker.. so I guess it's best to stick to predefined team sizes: 1,2,4,6 maybe?

 

Playing 1vs1 with current M3 modules might be an issue too, if your opponent owns a useful module while you don't. But that can be adapted by allowing to chose more modules.. this can be tuned later on.

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Under Review

 

I think it's an issue, that the allocation of a player to sections (M1 M2 and M3) is determined by the rank. If it would be easier and more intuitive, if it picks the equipment level of your combo you chose to select for this comp battles. This would also allow to use kits.

This would work, thank you for the suggestion. 

 

Your proposal sounds like the MUs are off. Yup

Together with Supplies off your proposal encourages a way of thinking that non-supply battles are more pro then supply battles.. and this might end up in a negative effect on the game economy. I guess there is a reason why quite some mayor contest in the last.. hmm.. 12 months?.. included a supply-on mode as well. So maybe a second mode, a supply-on mode, would be beneficial.

Hmm, I tried to design this comp system with fairness and playability in mind. I think a second mode would be fine, so long as players are never forced into this mode with no coercion tactics like they have done with the missions update. For example, they may add end of season rewards like 5k crystals, but they might make this only for the supply-only mode. 

At the same time, the number of different scenarios has to be limited to reduce the waiting times in the matchmaker.. so I guess it's best to stick to predefined team sizes: 1,2,4,6 maybe? For the "1" team size, lets call it "solo queue"

For solo queue, the only mode playable is DM. This is to negate the effect of mults on these battles.

For queue sizes larger than one, the battles will be group vs group only, again to negate the effect of mults. We dont want mults and saboteurs running around in a competitive system. In these battles, TDM,CP and CTF will be offered (not DM for obvious reasons)

 

Competitive Play should have 2 modes

For players playing by themselves e.g. a group of 1 - they will only be able to play DM

We already know that the matchmaking system will allow for "battle groups".

For groups of players, the matchmaker can fill battles with groups of teams of equal number. However, you wouldnt want 2 groups of 2 running around Lost Temple trying to kill the enemy, so the matchmaker should use this formula

maxmapSize = groupSize + 2.

This way, the maximum size of map a 2v2 could play in would be in a 4v4 map, and that isnt too bad.

Explanation of how matchmaking should work for groups of different sizes. This way, players can make groups of even up to 20, if they only wanted to play on Dusseldorf against another group of 20. This would be amazing for YouTuber battles - 1 YouTuber and his fans vs another YouTuber and his fans (just an example)

 

 

Playing 1vs1 with current M3 modules might be an issue too, if your opponent owns a useful module while you don't. But that can be adapted by allowing to chose more modules.. this can be tuned later on. Initial idea allowed up to 3 modules. In my opinion this is sufficient. 1v1s will never be played as "Solo queue" will only be full DM games in random maps, thus players wishing to achieve the shortest loading times should solo queue.

 

The allowance of 3 modules allows for some counter play against the enemy team - they may have a dominating thunder, slap on a thunder module and you will be fine.

 

Edited by D.A.R.K.N.E.S.S

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Its not a writing piece intended to entertain, its an idea.

Although, does it qualify for the AW requirements?

If so, I might just put it there too xD

 

Nah everyone would be bored to bits, lets just keep the ideas and the enteratinment separate

Edited by D.A.R.K.N.E.S.S

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Competitive/Ranked Matches

 

 

What are competitive/ranked matches?

 

In a general sense, ranked matches are predicated upon the idea that you are risking some sort of persistent player ranking for the opportunity to increase said ranking if you are successful. In these matches, every kill you make, or points you earn along with the result of the battle (whether you lost or won) will count towards a league system where the higher you are, the bigger rewards you win at the end of the season.

League designs in Rocket League

Each season can span up to four/six months, so there can either be four or two seasons in a year. In Tanki Online, four seasons per year is better; the reason to which is further below. 

 

At the beginning of every season, all players are put into the Unranked League, which means they have to play a certain amount of matches in order to get in higher leagues. The total, general outcomes of each of these battles will then determine the league in which the player will be placed in. For relativity, I'm going to suggest the exact same league names as Rocket League. It's up to the choice of the developers to name these leagues.

 

The leagues will be as follows, from the most beginner to the highest. Note that each league has three parts and each part has four divisions:

 

Unranked

Bronze

Silver

Gold

Platinum

Diamond

Champion

Grand Champion

 

So for example, if a player shows professional, eSports-like performance in all matches, he might get placed right into Diamond/Champion without having to go up all the way from Bronze. As I said, each league has three parts, like Silver I, Silver II and Silver III - and each of these have four divisions, like Silver I Division I, Silver I Division II and so on. The basic ranking structure is as follows:

Unranked

 

=Promotion into Bronze=

 

Bronze I - Division IV

Bronze I - Division III

...

Bronze II - Division IV

Bronze II - Division III

...

Bronze I - Division IV

Bronze I - Division III

Bronze I - Division II

Bronze I - Division I

 

=Play ten matches to determine placing in Silver league=

=Promotion into Silver=

 

The structure follows all the way up to Grand Champion, which is the last league.

 

 

What will be the rewards for leagues?

 

At first, I was thinking paints, but then since there are already Bronze, Silver and Gold (Champion) paints, but then again, there can be different versions of these. 

 

Other than that, there could be a set amount of in-game item reward, like crystals, Gold Boxes or Premium Account. Grand Champions will be able to use a title under thier name in battles, the concept to which looks like this:

 

lE0KXkZrQR2cLg3XhXyicA.png 

 

It is important to note that if the rewards are cosmetic items (like paints), a person in higher leagues will also get all of the paints for the bottom leagues as well. For example, a Champion will also receive paints for the Bronze, Silver, Gold, Platinum and Diamond leagues as well. However, that person will only receive the crystal/Gold Box/Premium reward set at their tier. 

 

 

What kind of matches will there be?

 

There are four Competitive playlists:

 
Solo Duel
Doubles
Solo Standard
Standard
 
Each player has a separate progression for each playlist (i.e. it is possible to be a Silver 3 in Doubles and a Diamond 2 in Standard).
 
For more information, open spoiler:
 

Solo Duel
Solo Duel is arguably the most balanced in terms of raw skill. Because it is simply a one-on-one game, Solo Duel is not based at all on co-operating in a team, but on strategy and skill in the arena.
 
Doubles
Doubles is very popular because Standard tends to balance the game less proportionally when there are more players to play with or against. In doubles, you need to cooperate with only one teammate.
 
Solo Standard
The matchmaking will place you randomly with two players of your skill tier against three random other players also of your skill tier. This playlist forces you to cooperate with the largest number of teammates available in ranked along with the team variation.
 
Standard
This playlist is similar to Solo Standard, except the matchmaking for this playlist is less strict, giving you leeway to choose your teammates. This way, the playlist is a lot more determinant on your and other players’ ability to choose teams or even to play against teams. Though Solo Standard creates a balanced environment, playing this playlist solo could be recommended, as playing Standard will usually choose two other players on your team based on the three opponent players, and not only the matchmaking average, leading to higher and lower skilled players being placed with you, giving you a chance to balance with them.

 
These are the ones used in Rocket League, but in Tanki Online, we can have more playlists for 4v4s and possibly even 6v6s as well.
 
These matches will be played on specific maps, and the ones used in eSports are perfect for this. Note than smaller maps will be used for smaller playlists and the same goes for bigger maps. For example, a Solo Duel can be in Sandbox, Zone, Farm etc, but a Standard game can be played in Parma, a bigger map.
 
 
Will there be any penalties/bans?
 
Leaving competitive/ranked matches in the middle of the match before the battle ends will result in penalties and bans from ranked games, because doing so will harm the progress of other teammates in the battle. These can go from five minutes to a whole day ban, and if you are persistent enough, could land you a permanent ban from ranked matches. However, these time tiers will reset in a specific time, like a day or so. 
 
 
This system works perfectly with a matchmaking system, as mentioned several times before in the idea - since then people would get balanced matches. Well, thanks for reading, and leave your opinions below!

 

 

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Once you rank up in a competitive ladder system, your rank should always go up whether you win or lose, just like the current ranking system. Your ranking system for competitive ladder system should never go down upon losing.

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