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In many games such as COD have a death streak system where if you die a certain amount of times, you get some boost in your next lives until you get a kill. These death streaks help the players who lose momentum in the game and keeps them from rage quitting so that it is easier for them to get another kill.  

 

I feel like especially tanki needs this. Tanki is the type of game where you can get killed 3 times in 10 seconds because you spawn and get shafted immediately. Or, enemy magnums are repeatedly shooting into your base and there is no way of making it out alive. Or because everyone on the opponent's team is on overdrive and you keep on dying until their overdrive runs out (usually they will overdrive again right after it runs out). Anyways, momentum means a lot in the Tanki gameplay and if you die 2 times in a row, you are bound to die again and again until you get a little kill streak going. Plus, I feel like we should reward aggressive players who sacrifice themselves too often in hopes of bring home a flag and try unencouraging camping.

 

Examples (of course these are just examples and are not necessarily balanced):

 

1. "Trifecta" - Your will deal 3 times the damage per shot until you destroy a single player (so it will be deactivated after you've killed only 1 person, not when you die with the death streak) - Activated 3 deaths.

2. "OD Boost" - Your overdrive meter will go up at double speed - Activated 3 deaths.

3. "Patient" - Health Boxes for you will revert back pre-update where they practically made you immortal for 3 seconds and Isidas will heal you up at double the speed - Activated 4 deaths.

4. "Rampage" - 25% Bonus Damage and Speed - Activated 5 deaths

5. "Pack-A-Punch" - Double Damage and Impact Force - Activated 5 deaths

6. "Juiced" - 10-second Nitro upon spawning for player - Activated 2 deaths

7. "Martyr" - Explosion destroying all enemies around you once you die with this death streak on - Activated 6 deaths

8. "Tactical Nuke" - Kill everyone in opposing team upon dying with death streak - Activated 20 deaths [REMOVED]

9. "Wing-Man" - [Only for Isidas] Your isida ray can heal and attack any target in range at the same time - Activated 7 deaths

10. "Efficiency" - Activated supplies will last 15 seconds longer (except for Health, Mines, and Gold Box) - Activated 4 deaths

11. "X-Ray Vision" - See all enemies and mines on map, even when they are behind walls or out of range - Activated 4 deaths

12. "Splash" - Splash radius of your shots will be tripled - Activated 3 deaths

 

These are just some examples. I plan to have about 20 different death streaks, maybe more.

 

I feel like the devs should make each of these death streak abilities to cost around 25k crystals, so you cannot have access to all of these at the same time if you are a normal player (promoting irl money to used on game if you want all of these :)). This will make the game more diverse and interesting. Should be unlocked at around WO1.

 

Key Rules About Using Death Streaks:

1. If you die without getting any kills from a death streak, the death streak ability will still be able to be used until you die after getting a kill (except for the 1st one in my list)

2. Self-Destructing does not add to your death streak count. That is just you being stupid or trying to mult. This is so that you can't get an easy tactical nuke or any other death streak.

3. Being bad to get a death streak is still multing and a punishable offense.

 

And please do not just say “mults” or “power-leveling” as the reason why not to have a death streak. Please think about whether or not your reasoning makes sense. Here, I will write out counter-arguments first-hand against these two dumb arguments that plenty of players post on practically all of my topics.

 

Mults - Multing would still be the same with or without deathstreaks. A guy wanting to die 100 times in a row will still die 100 times in a row with a deathstreak ability. These actually help mults contribute to the team by activating 4 tactical nukes. If you see a mult on the enemy team trying to get a tactical nuke to be used, you should just stop killing the mult, and the mult will not attack you back since he/she is a mult. If you accuse of someone being a mult and they say that they are just trying to grab a nuke, say that it is still multing and they could be reported.

 

Power-Leveling - It would pretty much remain the same. Honestly, why do you guys even care? We usually never catch any other people doing it, nor do people actually do it. I get how people who power-level can get one account to a deathstreak and then start killing others quicker but, at the end of the day, they will still get almost the same amount of experience and crystals at end of the private battle. Any update that involves buffing a certain tank will always help power-levelers. This actually does not help them that much anyways. It’s not like we are giving away bonus EXP.

Edited by sensei_tanker
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In many games such as COD have a death streak system where if you die a certain amount of times, you get some boost in your next lives until you get a kill. These death streaks help the players who lose momentum in the game and keeps them from rage quitting so that it is easier for them to get another kill.  

 

I feel like especially tanki needs this. Tanki is the type of game where you can get killed 3 times in 10 seconds because you spawn and get shafted immediately. Or, enemy magnums are repeatedly shooting into your base and there is no way of making it out alive. Or because everyone on the opponent's team is on overdrive and you keep on dying until their overdrive runs out (usually they will overdrive again right after it runs out). Anyways, momentum means a lot in the Tanki gameplay and if you die 2 times in a row, you are bound to die again and again until you get a little kill streak going. Plus, I feel like we should reward aggressive players who sacrifice themselves too often in hopes of bring home a flag and try unencouraging camping.

 

Examples (of course these are just examples and are not necessarily balanced):

 

1. "Trifecta" - Your will deal 3 times the damage per shot until you destroy a single player (so it will be deactivated after you've killed only 1 person, not when you die with the death streak) - Activated 3 deaths.

2. "OD Boost" - Your overdrive meter will go up at double speed - Activated 3 deaths.

3. "Patient" - Health Boxes for you will revert back pre-update where they practically made you immortal for 3 seconds and Isidas will heal you up at double the speed - Activated 4 deaths.

4. "Rampage" - 25% Bonus Damage and Speed - Activated 5 deaths

5. "Pack-A-Punch" - Double Damage and Impact Force - Activated 5 deaths

6. "Juiced" - 10-second Nitro upon spawning for player - Activated 2 deaths

7. "Martyr" - Explosion destroying all enemies around you once you die with this death streak on - Activated 6 deaths

8. "Tactical Nuke" - Kill everyone in opposing team upon dying with death streak - Activated 20 deaths

9. "Wing-Man" - [Only for Isidas] Your isida ray can heal and attack any target in range at the same time - Activated 7 deaths

10. "Efficiency" - Activated supplies will last 15 seconds longer (except for Health, Mines, and Gold Box) - Activated 4 deaths

11. "X-Ray Vision" - See all enemies and mines on map, even when they are behind walls or out of range - Activated 4 deaths

12. "Splash" - Splash radius of your shots will be tripled - Activated 3 deaths

 

These are just some examples. I plan to have about 20 different death streaks, maybe more.

 

I feel like the devs should make each of these death streak abilities to cost around 25k crystals, so you cannot have access to all of these at the same time if you are a normal player (promoting irl money to used on game if you want all of these :)). This will make the game more diverse and interesting. Should be unlocked at around WO1.

 

Key Rules About Using Death Streaks:

1. If you die without getting any kills from a death streak, the death streak ability will still be able to be used until you die after getting a kill (except for the 1st one in my list)

2. Self-Destructing does not add to your death streak count. That is just you being stupid or trying to mult. This is so that you can't get an easy tactical nuke or any other death streak.

3. Being bad to get a death streak is still multing and a punishable offense.

 

And please do not just say “mults” or “power-leveling” as the reason why not to have a death streak. Please think about whether or not your reasoning makes sense. Here, I will write out counter-arguments first-hand against these two dumb arguments that plenty of players post on practically all of my topics.

 

Mults - Multing would still be the same with or without deathstreaks. A guy wanting to die 100 times in a row will still die 100 times in a row with a deathstreak ability. These actually help mults contribute to the team by activating 4 tactical nukes. If you see a mult on the enemy team trying to get a tactical nuke to be used, you should just stop killing the mult, and the mult will not attack you back since he/she is a mult. If you accuse of someone being a mult and they say that they are just trying to grab a nuke, say that it is still multing and they could be reported.

 

Power-Leveling - It would pretty much remain the same. Honestly, why do you guys even care? We usually never catch any other people doing it, nor do people actually do it. I get how people who power-level can get one account to a deathstreak and then start killing others quicker but, at the end of the day, they will still get almost the same amount of experience and crystals at end of the private battle. Any update that involves buffing a certain tank will always help power-levelers. This actually does not help them that much anyways. It’s not like we are giving away bonus EXP.

I'd rather have 10 people fighting than 10 people multing for a "tactical nuke". Sorry to say, but I don't really like your idea.

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I'd rather have 10 people fighting than 10 people multing for a "tactical nuke". Sorry to say, but I don't really like your idea.

I frickin posted an entire section about my counter-argument against mults and some guy just goes up to me and says that multing will be a problem. 

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I frickin posted an entire section about my counter-argument against mults and some guy just goes up to me and says that multing will be a problem. 

It isn't very convincing, at least for me. Killing everyone on the entire team is huge and will result in battles turning around. I do not think @SamGamgee55 is using "mult" in the conventional sense, that is, a saboteur. Because dying 20 times in a row is actually beneficial, as you said, some people will "mult" to help their team.

 

Your counterargument is that the enemy team simply can refrain from killing such people. But the truth is, if I see a player who is an easy kill, I'm going to go for that kill. I may not even realize who they are, much less how many deaths they have had in a row and what death streak ability they have. And if they go for the flag, the defenders kind of have no choice but to destroy them. Getting 20 deaths in a row is not much of a problem is long battles. Sure, you might be able to report such people, but the friendly team isn't going to report players who are working their way up to a very beneficial tactical nuke and reports are unreliable to begin with. Many players complain about cheaters and conventional mults right now.

 

Regardless, the tactical nuke ability is too extreme. I also don't like putting a price on death streaks. It makes them seem like an ability that you should try to use rather than a mechanic to help balance battles. I think a better way to prevent spawn camping would be to make more protected spawn points rather than introduce complex special abilities.

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Alright, let me try breaking down my mult counter-argument:

 

If a guy chooses to be a mult, no matter whether or not this idea will be implemented or not, he will still be a mult. If they choose to not help their team, they will just do nothing for entire match. If there were death streaks, at least, they have the chance to get a tactical nuke, instead of not doing anything at all. 

 

OK, maybe we can get rid of tactical nuke. I just threw that one in there for fun. 

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Alright, let me try breaking down my mult counter-argument:

 

If a guy chooses to be a mult, no matter whether or not this idea will be implemented or not, he will still be a mult. If they choose to not help their team, they will just do nothing for entire match. If there were death streaks, at least, they have the chance to get a tactical nuke, instead of not doing anything at all. 

 

OK, maybe we can get rid of tactical nuke. I just threw that one in there for fun. 

Currently mults mult because they want their team to lose and the enemy team will win. Your idea, in my opinion, encourages players to mult so that their team will win. Obviously the second case is better than the other, but I will provide a greater incentive to mult. Few bad mults > many "good" mults.

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Currently mults mult because they want their team to lose and the enemy team will win. Your idea, in my opinion, encourages players to mult so that their team will win. Obviously the second case is better than the other, but I will provide a greater incentive to mult. Few bad mults > many "good" mults.

Mults --> do not want team to win ---> do not use deathstreak 

 

Fine, I will get rid of tactical nuke. 

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"Tactical Nuke" should be the entire opposite of what you're suggesting, because that way it becomes beneficial to die rather than play the game. For example, you're in a heated non-drug war, the score is 2-2 and the battle is about to end. One guy on your team simply drives to the enemy base, get killed 20 times in a row, uses his "Tactical Nuke" and kills all people in the enemy team, thereby leaving the flag wide open for your team to take. Pretty sure this will be super-annoying and if not, completely destabilize the progression of battles. The only thing that death streaks should give you is higher speed, damage or health for a small amount of seconds, or more experience per kill.

 

My idea is that "Tactical Nuke" should be implemented as a kill streak rather than a death streak. So if you get, let's say, 30 kills in a row without dying, you get a "Tactical Nuke" ability which kills all people in the match.

 

(P.S I know you said you can remove it, but I just posted this for the idea's sake. Other than that, I like this idea.)

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