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This is a completely new game mode and it will require a new map (which will be randomized on how it will appear because if you memorize how the maze goes, it is no fun). Basically, it's DM (probably 20 tanks will do) and all of the tanks are put at separate openings on the edge of a large maze. The walls of the maze are tall pieces of grass that you cannot see through and you cannot shoot through. The goal of this game mode is to reach the center of the maze first and the round ends when someone gets there. 

 

That's the general gist of it and there are some separate other features I have thought of but not finalized on. These are for you to decide:

 

 

What Happens When You Die?:

 

If someone kills you, there are 2 options I am willing to go with. One option is when there are checkpoints in different places in the maze. These checkpoints do not necessarily mean you are getting toward the center of the maze, they are just there so you can save your progress if you feel like you are getting closer to the middle. You do not necessarily have to save your progress at a checkpoint, you can bypass it if you feel like the checkpoint may lead you to a dead end. Another possible rule I am considering on for checkpoints is that once someone claims a checkpoint, no one else is able to see it or use it until that person decides to claim a different checkpoint so you can't be ambushed if someone spawns at the same checkpoint or if someone is waiting for you to die. 

 

Option 2 for what happens after you die is that you simply teleport to where you started from. I do not like this idea very much because it may make the rounds last too long and there will be many rage quits considering how many people will be near and fighting at the center of the maze. 

 

 

POV, should we be allowed to change it?

 

As many of you know, you can change your POV from bird's-eye view by pressing [ or to near FPS view by pressing ]. But what I am worried about is how people can go to bird's-eye view to cheat and see how the maze goes around them. I again have 2 solutions for this. The first one is simply disabling [] keys from functioning, however, many people will probably be uncomfortable using the default POV. So, the second solution is that if you go to bird's-eye view, the maze left and right of you will be fogged out and you can't see what's going on outside of the path you are currently on. 

 

 

Obstacles? Secret puzzles?

 

Many mazes have obstacles or simply props in the middle to make it seem cooler or spookier or so you can remember where you were sort of going. I am a fan of this and I think that we could add walls that you can drive around between the walls of the maze or there will be trenches that signifies a dead-end or possibly something a light-hull can speed over. These obstacles should mainly add a sense of uniqueness to the maze and it should allow tankers to remember where they were going. The Halloween-event tombstones will be perfect for this too.

 

Puzzles may be a good idea where in order to pass a certain area, the player has to find a secret randomly-generated word (not even word, just a string of random characters) that's written somewhere else in the maze. Of course, the player could choose to refuse the puzzle and try finding a different path if it is too hard or if they found the answer to a different puzzle.

 

 

Is this game mode leaning towards specific combos?

 

Sort of. Honestly, I believe that Ricochet will be pretty useful in this game mode because the shots will be able to bounce of many walls hitting enemies that can't hit you. Magnum WILL NOT be good at this game mode (thank god) because I did set a rule saying that you can't shoot or see over walls. You can be a shaft because the maze goes in a straight line and your are usually not going to be overwhelmed by enemies. You can be a freeze because you can hide at corners. As for hulls, I think all hulls would be relatively balanced. Sure, your goal could be to get to the center first and you could try using wasp, but once other people find near the middle before you do, you are toast. Maybe titan would be too slow for a job like this, but titan combos I feel like they would be very strong and that they could shrug off many bullets when they get near the middle.

 

XP/BP only game-modes for maze might be really fun. 

 

 

Any hints towards how to get to the center or where you are positioned?

 

No, I am against telling the players at what direction the center is or where in the maze they are. 

 

 

How will the maze be constructed for player interaction? How far spaced will players be?

 

I think that I will make players start off decently spaced, however some may start very close to others. But, the game should code the maze so that there will be certain key points where a group players have to go through in order to get to the center where they must fight. As players are making their way to the center, there will be more and more combat opportunities and right near the middle, I expect many players to be there fighting. 

 

As I stated earlier, puzzles might be a good idea for players to interact where half of the players might have a puzzle to solve where they ask for the same word and that same word is written only once somewhere in the maze so many players have to meet at the same place in order to get past the puzzle.

 

 

How will the mood/tone of the maze be? Special sound-effects?

 

Maybe night mode can be played for once. If night mode is on, maybe we could have the Harry Potter maze music which is very creepy and there could be mist everywhere in the maze, limiting your sight. If day mode, it could be less creepy for players who are not feeling for the night maze. 

 

 

Supplies? Crystal boxes?

 

Once you enter this game mode, you will be temporarily set to 0. There will be supply drops in random locations of the maze and if you pick one up, you not necessarily activate it, instead the count goes up by 1 for the specific supply. There will be no cool-downs in this mode and you can spam as many as you want for the important moments as long as the count is above 0.  

 

I expect that gold and crystals boxes to make a comeback in this game mode. A gold box will be dropped for a lucky tanker who just happens to be in that part of the maze. It will be completely based off of luck for a gold box for you to take and there should be no gold dogpile waiting at the spot because no one knows where it is. Crystal boxes should definitely be in random places of this mode to keep it interesting and for players to collect. 

 

 

Rewards for winning?

 

Not really sure but an automatic 750 crystal bonus for the winner and 30 crystals for each kill. May be toned up or down. 

 

Dang I wrote a lot. I don't expect any of you to read all of it because I was just carried away for this. Please don't but this under [merge] because that means I wasted my time here. 

 

 

Edited by sensei_tanker
Don't add so much colour
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Don't you have anything to say about this idea?

tl;dr

 

It's an original idea, but doesn't seem to fit Tanki's gameplay. In this game people want to shoot enemy tanks non-stop, not wander around some maze for ages, occasionally finding enemies.

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It's an original idea, but doesn't seem to fit Tanki's gameplay. In this game people want to shoot enemy tanks non-stop, not wander around some maze for ages, occasionally finding enemies.

Tell that to the Devs when they introduced Dusseldorf.  :ph34r:

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It's an original idea, but doesn't seem to fit Tanki's gameplay. In this game people want to shoot enemy tanks non-stop, not wander around some maze for ages, occasionally finding enemies.

I get what you are saying however as long as the prizes and valor is high enough if you win, I think it will attract many players. Think about Fortnite and PUBG and all the other battle royales, you barely see any action until the very end but they are still very engaging and popular. 

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I think all hulls and weapons should be reduced to M0s, all modules and alterations disabled. That way everyone will be on the same ground level...0, 0 and 0. You can still have rank separation because knowledge of the game can only be learned through experience. As you mentioned, supplies can be picked up and saved for future use. 

 

You said that supplies will be dropped at random locations. I assume that means there's no assigned drop zones as there are in battle. So players can't camp in a drop zone. However, I think that there should be one assigned drop zone inside the maze, but near the entrance. If tanks go in at timed intervals (maybe a green light to indicate the next player may enter) the first tank will pick up either a DA or a DD. After the first tank moves on, then another DA or DD will drop for the second player and so on. That way, each player will have at least one supply to start out with. What they do with that supply is up to the player. If a player tries to camp on that zone, the next will will not be allowed in. But if the camper stays in that area for more than 5 seconds, that player will be booted out of the maze and sent to the back of the line without the supply. 

 

Wait...a...moment...an idea is forming in my head.....wait. AHA!! Got it. As the tank enters the maze, you will see a barrier up ahead. A wall of fire? A wrought iron gate? A one way portal effect? After the one supply is picked up, the barrier will be lifted to allow passage, but will reactivate after the tank passes through. It's a one way barrier so players can't backtrack to pick up that supply. 

 

This game mode is becoming very complexed.

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Tell that to the Devs when they introduced Dusseldorf. :ph34r:


I'm guessing Dusseldorf was more of an experiment where devs tried to push the map size to its limits. But to be honest, even Dusseldorf has 20x more action than the average Battle Royale map.

 

 

I get what you are saying however as long as the prizes and valor is high enough if you win, I think it will attract many players. Think about Fortnite and PUBG and all the other battle royales, you barely see any action until the very end but they are still very engaging and popular.


Still, I din't think it first the gameplay. In other games you spend the first few minutes looting and getting gear. How do you do that in Tanki? There's no such thing as "looting" to get upgrades. And once you do encounter an enemy, you might just die in one shot from a DP shaft/rail/magnum and that's it - game over. Time to spend another 20 minutes queuing for a game and running around the map.

 

This is also why I don't support ideas for a game mode where everyone has only one life.

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This is also why I don't support ideas for a game mode where everyone has only one life.

In Tanki, there is some skill involved, but very little. In a game where you only have one life to give, this forces you to develop skill to stay alive instead of pressing number keys. Tanki is a piece of cake compared to one life games.  

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In Tanki, there is some skill involved, but very little. In a game where you only have one life to give, this forces you to develop skill to stay alive instead of pressing number keys. Tanki is a piece of cake compared to one life games.  

That is very true. Tanki has much simpler gameplay and controls compared to a lot of other multiplayer shooting/MOBA games.

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Still, I din't think it first the gameplay. In other games you spend the first few minutes looting and getting gear. How do you do that in Tanki? There's no such thing as "looting" to get upgrades. And once you do encounter an enemy, you might just die in one shot from a DP shaft/rail/magnum and that's it - game over. Time to spend another 20 minutes queuing for a game and running around the map.

 

This is also why I don't support ideas for a game mode where everyone has only one life.

I wrote in my first post that you don't have 1 life, you have infinite lives. Also, magnum and shaft can only shoot straight down the path, meaning that you could just turn around a corner to avoid, or just drug double armor by collecting it and then using a repair kit. Looting is only for collecting supplies that you can store instead of being instantly used. 

 

Edit: Maybe, I will consider a game mode where you only have 1 life but I don't support that too much.

Edited by sensei_tanker

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I am sure that everybody would use Viking Ricochet.

If Ricochet becomes overused, I can always change the walls so that the rico bounces straight up like many other natural walls in this game. 

Honestly, once people start using protection modules against ricochet in this mode, it's unusable. 

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I am sure that everybody would use Viking Ricochet.

If Ricochet becomes overused, I can always change the walls so that the rico bounces straight up like many other natural walls in this game. 

Honestly, once people start using protection modules against ricochet in this mode, it's unusable. 

This is why I suggest a maze being restricted to format or light format battles (no Rico, no turrets with splash, no Magnum).

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