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Double experience/funds near end of battle


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For many games, near the end of the battle something about the battle changes. Sometimes there is a boss, sometimes the teams switch sides, sometimes everyone gets a boost, sometimes the arena changes. No matter what the games does to shake the game up, the devs of those games all want to make people to play harder and be clutch near the end of the round. 

 

I feel like this could really apply to Tanki. Many players in this game continue to snooze even when the game is a close game and their team really need something clutch to happen. Too often people play CP as TDM even when it's a close match or everyone still camps and defend in CTF when their team is down a flag at the final minute. 

 

You could take idea 3 ways:

 

1. The SCORE and EXP each player gets in the final minute of the game is doubled. So if I get a kill in the final minute of the game, I would get 20 points instead of 10. Likewise, 1 capture could yield me 200 points. I would also get double EXP in that time-frame. 

 

2. DOUBLE BATTLE FUND in the final minute of the game, each kill or capture would yield twice the amount of crystals than normal..

 

3. DOUBLE FLAGS/KILLS/POINTS VALUE. If you capture a flag in CTF in the last minute of the game, your team's score would be raised by 2 points instead of 1. In CP, the point would give you 2 points instead of 1 at a time; likewise, not controlling a point will take 2 points away at a time instead of 1. A kill in TDM would be counted as 2 instead of 1. 

 

I think battles in Tanki need that burst of excitement in each one of them. 

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Valid

 

Thing is, experience in Tanki isn't usually something players want to get more of. As I'm sure you're aware, the goal is to get maximum crystals for minimum experience in order to have enough crystals to upgrade equipment when progressing through the ranks. So if at the end of the battle EXP earnings are increased, it will only drive players away. The only players for whom this is good is for Legends, who already unlocked all equipment and gaining experience for them speeds up progress to the next rank-up (and another 40k crys).

 

If battle funds are increased at the end, then that's another story, but we don't accept ideas for increasing rewards. However, it would help keep players in the battle until the end (and encourage new players to join the match and replace those who left), so in that sense it's a good idea.

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Yeah, and would also give the mults and AFKers a boost, too.

What do you mean? If anything, it would encourage these people to actually start playing. If they continue to mult, they would not get any experience or bonus crystals. 

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What do you mean? If anything, it would encourage these people to actually start playing. If they continue to mult, they would not get any experience or bonus crystals. 

Example where things can go wrong

 

Team leading 9-1 with 4 min to go. has flag but wont cap beacuse they get a bonus for spawn-killing enemies in last min or so

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Example where things can go wrong

 

Team leading 9-1 with 4 min to go. has flag but wont cap beacuse they get a bonus for spawn-killing enemies in last min or so

People already do this so not much, if anything, will be changed. Most people would just leave because 1. they probably don't have much rewards for staying 2. it's not fun getting wrecked.

The early battle termination system would probably kick in and save the day. 

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Example where things can go wrong

 

Team leading 9-1 with 4 min to go. has flag but wont cap beacuse they get a bonus for spawn-killing enemies in last min or so

I think he/she wants more rewards for the winning team, as if one side battles isn't a big issue.

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I think he/she wants more rewards for the winning team, as if one side battles isn't a big issue.

I agree.

 

I have my doubts that increasing your score a bit more while on losing team will result in a proportionate increase in crystals.

I still believe the biggest beneficiaries will be the top 3-4 players on winning team.

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2. DOUBLE BATTLE FUND in the final minute of the game, each kill or capture would yield twice the amount of crystals than normal..

 

3. DOUBLE FLAGS/KILLS/POINTS VALUE. If you capture a flag in CTF in the last minute of the game, your team's score would be raised by 2 points instead of 1. In CP, the point would give you 2 points instead of 1 at a time; likewise, not controlling a point will take 2 points away at a time instead of 1. A kill in TDM would be counted as 2 instead of 1. 

 

 

Yeah, and would also give the mults and AFKers a boost, too. 

 

What do you mean? If anything, it would encourage these people to actually start playing. If they continue to mult, they would not get any experience or bonus crystals. 

Look at #2 and #3 of your suggestion. In #2, you want to increase Battle Fund. Mults and AFKers would benefit. In #3, you said, "...your team's score would be raised..." again, mults and AFKers would benefit. 

 

Mults don't have to be immobile 100% of the time to be labeled a mult. If a player hides behind a building (not ghosted) that tank is an easy target for any enemy who might find that tank. A mult can come out of hiding, do some damage, get killed, respawn and go back into hiding. If this is done for the vast majority of the battle, isn't that player still multing? All a player has to do is move the turret or hull once in a 2 minute time frame to keep from being kicked from battle. If that mult does some damage and gets killed, the score will be higher than 0 and may not get reported as multing. Same can be said for AFKers. 

 

I like your idea, but I don't see how #2 and #3 would encourage mults and AFKers to come out of hiding when they can still benefit from increased Battle Funds and increased team scores for doing nothing to very little. 

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1. You can't assume something for your argument

2. Just leave one sided battles. 

Leaving is one option.

 

But sometimes players have invested time into a battle, accrued experience, and then battle gets out of hand half-way through.

So they don't want to ditch because they will earn ZERO crystals and gained exp (and spent time). So leaving can be unpalatable.

 

Any changes that add to battle-fund at end of battle, but don't necessarily guarantee an even division of the "extras" may not be welcome by all.

Players on losing team might generate 50% of the extra funds in last minute. But likely they only actually get awarded 30% of those extra funds.

In essence they are paying the other team (20%) to kill them.

 

The tanki economy (specifically the way funds are divided) needs an overhaul before ideas like this can be implemented fairly.

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The tanki economy (specifically the way funds are divided) needs an overhaul before ideas like this can be implemented fairly.

Agreed. Or put another way... this idea might be part of a reformed battle fund payout system, but by itself it is insufficient. By itself it might actually be a bit worse.

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Look at #2 and #3 of your suggestion. In #2, you want to increase Battle Fund. Mults and AFKers would benefit. In #3, you said, "...your team's score would be raised..." again, mults and AFKers would benefit.

 

Mults don't have to be immobile 100% of the time to be labeled a mult. If a player hides behind a building (not ghosted) that tank is an easy target for any enemy who might find that tank. A mult can come out of hiding, do some damage, get killed, respawn and go back into hiding. If this is done for the vast majority of the battle, isn't that player still multing? All a player has to do is move the turret or hull once in a 2 minute time frame to keep from being kicked from battle. If that mult does some damage and gets killed, the score will be higher than 0 and may not get reported as multing. Same can be said for AFKers.

 

I like your idea, but I don't see how #2 and #3 would encourage mults and AFKers to come out of hiding when they can still benefit from increased Battle Funds and increased team scores for doing nothing to very little.

They need to contribute. Not x2 for whole battle , only for earned in last minute

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Leaving is one option.

 

But sometimes players have invested time into a battle, accrued experience, and then battle gets out of hand half-way through.

So they don't want to ditch because they will earn ZERO crystals and gained exp (and spent time). So leaving can be unpalatable.

 

Any changes that add to battle-fund at end of battle, but don't necessarily guarantee an even division of the "extras" may not be welcome by all.

Players on losing team might generate 50% of the extra funds in last minute. But likely they only actually get awarded 30% of those extra funds.

In essence they are paying the other team (20%) to kill them.

 

The tanki economy (specifically the way funds are divided) needs an overhaul before ideas like this can be implemented fairly.

This is why we need a surrender button. But that's a whole new topic that you should look up somewhere in the depths of this forum.

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This is why we need a surrender button. But that's a whole new topic that you should look up somewhere in the depths of this forum.

Don't worry - I've read plenty on the forum.

 

Surrender button won't change the fact that adding extra funds won't help the losing team.  Will just pad the winning team more.

 

Until pay-out system is fixed there can't be tweaks that just give the winners extra crystals. Just makes it worse.

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OK. Since my first and second ideas are not very popular... how about leaving it to my third idea? Basically a flag awards 2 flags in the final minute or a controlled point awards 2 points to ur team and etc. 

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OK. Since my first and second ideas are not very popular... how about leaving it to my third idea? Basically a flag awards 2 flags in the final minute or a controlled point awards 2 points to ur team and etc. 

Perhaps... if it applies only to the trailing team.  Then if the trailing team (team 1) re-takes the lead during this period, the new tailing team (team 2) gets the advantage.

 

As wolv says, the entire battle fund payout system needs to be re-worked.  This idea here deserves to go into the brainstorming mix for that project.

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Perhaps... if it applies only to the trailing team.  Then if the trailing team (team 1) re-takes the lead during this period, the new tailing team (team 2) gets the advantage.

 

As wolv says, the entire battle fund payout system needs to be re-worked.  This idea here deserves to go into the brainstorming mix for that project.

At one time, losing team didn't get anything for their efforts. Zilch, Nada, Zero. When the update came out for the losing team to get a percentage of the battle fund, most were okay with the idea, excited even. But, as you can see, it's barely useful. If you are the top player of the losing team, you might earn enough to pay for one RK and, if you're lucky, a DD or a DA. 

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