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New game mode: Capture single objective, one life


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Tanki online has many game modes in existence, however, they are all more "arcade" type modes and they lack the satisfaction that comes with more competitive play. Do we have competitive formats in tanks already? Yes, we have XP, BP, DR, XC, however, none of these formats allow for the incorporation of other hulls or turrets, and while different roles can be assigned (attacker, defender, midfielder), there is only one class, this completely removes the great aspect that Tanki has of "a combination to suit every playstyle".

 

This is why I've come up with a new mode, that is more realistic, helps embrace the new overdrives of each hull, gives players an opportunity to feel the intensity of an eSports match, and will help attract players of more popular tank games like WoT and War Thunder. 

 

Here's how it works:

  • Huge map (way bigger than Dusseldorf)
  • Two teams of 16
  • Tanks spawn once, with one life
  • One goal: capture the city (a cluster of buildings equidistant from each spawn with one single control point)
  • Because this is a "realistic" mode, there are no cooldowns on drugs
  • 15-second preparation period before round, for choosing more optimal equipment
  • Equipment changing during battle is impossible

Now you're thinking "great another mode that supports buying and drugging over actual skill" well this is not the case. When you spawn you will have a limited supply of drugs for the match. You might have  1000 repair kits in your garage, but if you choose Hornet as your hull, you will only be able to use 5 of them during the match. The bigger your hull is, the more drugs you will carry with you into the match. Wasp will have 4 repair kits and 10 of each other drug, Mammoth, on the other hand, will have more like 10 repair kits, and 25 of each other drug (these numbers will probably change in the future due to test results). In addition, drugs can be dropped for teammates to pick up, further promoting team play. 

 

The environment will be completely (mostly) destructible with railgun punching holes in cover (with a % damage reduction, the thicker the cover, the bigger % damage off). Railgun cannot destroy props, only shoot through them. Props around the map all will have an HP count, bigger props with more HP and vice versa. All weapons besides railgun can't shoot through an obstacle without destroying it first. If a weapon dishes out more damage than the HP count of the prop, then the remaining damage will be inflicted on the tank hiding behind it. Ricochet can still ricochet, it will just eventually destroy the wall it's bouncing shots off of. In addition, Isida can repair props.

 

One other cool feature is the spotting system, if you hit an enemy tank, a marker will appear above them (like the flag carrier indicator), this marker will go away after 5 seconds unless the tank is hit again,  or the tank fires during this period, in which case the marker will be reset to 5 seconds. There will be heavy bush cover all around the map, which encourages the use of camouflage paints. After you're killed, you will automatically enter spectator mode, you can still communicate with your team, and you will be able to provide assistance from there. You can leave if you wish, but those who stay until the end will get an extra crystal bonus.

 

Capping the single objective in the middle will be rewarded with 300xp, split between all of those involved in capping. If the game ends with one team killing the entire other team, 300xp will be split amongst the survivors.

 

 

Please comment your ideas, suggestions, questions, and criticism. I'd really like to see this in the game as it would add something new and truly different, Assault mode is just one-sided CTF, and Rugby is CTF with one flag.

 

 

Thanks for reading!

Edited by Maf
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Valid

 

I really like this idea. You presented it well and it's pretty cool!

 

I particularly like how you incorporated some of the current abilities of turrets to interact with the environment such as Isida healing the props that are covering it's teammates or Railgun's obvious penetration ability (it's a RAILGUN :D).

 

Perhaps it can be made as a single large control point (the city) that the teams have to race to capture first and then remain in control of it, and the team that lost the first battle can try to overthrow the other team and take "domination" of the city. Because a one fight battle isn't particularly interesting. It'll probably be over before teams even get to the city if people use long range weapons.

 

However, I am not too keen on that whole no cooldown limited supplies idea. If there aren't any cooldowns, then that simply prolongs the first fight as people will be spamming supplies to stay alive until they run out.

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I doubt this would get implemented, it requires a new map which tanki currently dont have as you said it needed to be bigger than Dusseldorf, and we all know how good tanki is at making new maps now a days -_-. Furthermore, this idea is really complex and some people would just not understand (just like assault mode). However i do think this would be fun with friends and a good idea :D

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I doubt this would get implemented, it requires a new map which tanki currently dont have as you said it needed to be bigger than Dusseldorf, and we all know how good tanki is at making new maps now a days -_-. Furthermore, this idea is really complex and some people would just not understand (just like assault mode). However i do think this would be fun with friends and a good idea :D

There are many map(s)-makers out there who would really like to contribute though.

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Like the idea except those features involving destructible props and fantasy *cough* props healing(?).. no cooldowns.. Actually, everything non-tanki. I play(ed) and like(d) WoTB but they aren't going to be the same, but one-life mechanism could work out.

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You presented it well

Since when are walls of text considered to be good presentation? -_-
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Since when are walls of text considered to be good presentation? -_-

Should I make a power point for you? I will, because I really want this, or something similar in the game.  :D

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Like the idea except those features involving destructible props and fantasy *cough* props healing(?).. no cooldowns.. Actually, everything non-tanki. I play(ed) and like(d) WoTB but they aren't going to be the same.

I don't want them to be the same, I just want to incorporate a bit more strategy to the game, and of course, this isn't for everyone, many people will still just want to spawn camp with a magnum. -_- Tanki is about something for everyone, and I like a bit of strategy in my "war" games ;)

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Destroying props - nope

Limited drug supply - nope

Permanent death - nope

Map larger than dusseldorf - nope

 

Tanki is 100% not going to add in any of those things any time soon, but a single CP map could work as a new gamemode with polygon and edinburgh to base it off of.

 

EDIT: Could work really well on large maps like lost temple, dusseldorf and berlin.

Edited by railguniz4noobz
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Should I make a power point for you? I will, because I really want this, or something similar in the game.  :D

Use lists, bullet points and paragraphs. It's much easier to read than a massive wall.

Like this:

 

 

 

Tanki online has many game modes in existence, however, they are all more "arcade" type modes and they lack the satisfaction that comes with more competitive play. Do we have competitive formats in tanks already? Yes, we have XP, BP, DR, XC, however, none of these formats allow for the incorporation of other hulls or turrets, and while different roles can be assigned (attacker, defender, midfielder), there is only one class, this completely removes the great aspect that Tanki has of "a combination to suit every playstyle".

 

This is why I've come up with a new mode, that is more realistic, helps embrace the new overdrives of each hull, gives players an opportunity to feel the intensity of an eSports match, and will help attract players of more popular tank games like WoT and War Thunder. 

 

Here's how it works:

  • Huge map (way bigger than Dusseldorf)
  • Two teams of 16
  • Tanks spawn once, with one life
  • One goal: capture the city (a cluster of buildings equidistant from each spawn with one single control point)
  • Because this is a "realistic" mode, there are no cooldowns on drugs
  • 15-second preparation period before round, for choosing more optimal equipment
  • Equipment changing during battle is impossible

Now you're thinking "great another mode that supports buying and drugging over actual skill" well this is not the case. When you spawn you will have a limited supply of drugs for the match. You might have  1000 repair kits in your garage, but if you choose Hornet as your hull, you will only be able to use 5 of them during the match. The bigger your hull is, the more drugs you will carry with you into the match. Wasp will have 4 repair kits and 10 of each other drug, Mammoth, on the other hand, will have more like 10 repair kits, and 25 of each other drug (these numbers will probably change in the future due to test results). In addition, drugs can be dropped for teammates to pick up, further promoting team play. 

 

The environment will be completely (mostly) destructible with railgun punching holes in cover (with a % damage reduction, the thicker the cover, the bigger % damage off). Railgun cannot destroy props, only shoot through them. Props around the map all will have an HP count, bigger props with more HP and vice versa. All weapons besides railgun can't shoot through an obstacle without destroying it first. If a weapon dishes out more damage than the HP count of the prop, then the remaining damage will be inflicted on the tank hiding behind it. Ricochet can still ricochet, it will just eventually destroy the wall it's bouncing shots off of. In addition, Isida can repair props.

 

One other cool feature is the spotting system, if you hit an enemy tank, a marker will appear above them (like the flag carrier indicator), this marker will go away after 5 seconds unless the tank is hit again,  or the tank fires during this period, in which case the marker will be reset to 5 seconds. There will be heavy bush cover all around the map, which encourages the use of camouflage paints. After you're killed, you will automatically enter spectator mode, you can still communicate with your team, and you will be able to provide assistance from there. You can leave if you wish, but those who stay until the end will get an extra crystal bonus.

 

Capping the single objective in the middle will be rewarded with 300xp, split between all of those involved in capping. If the game ends with one team killing the entire other team, 300xp will be split amongst the survivors.

 

 

Please comment your ideas, suggestions, questions, and criticism. I'd really like to see this in the game as it would add something new and truly different, Assault mode is just one-sided CTF, and Rugby is CTF with one flag.

 

 

Thanks for reading!

 

 

 

 

I hope you realise how much easier this is to read. Also, you could cut down on a bunch of unnecessary introductions and details - go straight to the point. Also also, there`s way too many ideas in here for a single game mode. A lot of these would be cool as standalone features for all game modes (like destructible terrain and hit markers), but you stuffed them all into one big feature.

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Use lists, bullet points and paragraphs. It's much easier to read than a massive wall.

Like this:

 

 

 

 

 

 

 

 

I hope you realise how much easier this is to read. Also, you could cut down on a bunch of unnecessary introductions and details - go straight to the point. Also also, there`s way too many ideas in here for a single game mode. A lot of these would be cool as standalone features for all game modes (like destructible terrain and hit markers), but you stuffed them all into one big feature.

That is so much easier to read. I really don't like to read a Trumps wall of text

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I hope you realize how much easier this is to read.

Yes, I do. Thank you for your input, I know that sounds sarcastic but I do really mean it.  :)

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I'm going to highlight some problems with the map you are proposing.

 

  • Maps can't be larger than 3MB, and maps like Dusseldorf are very near that limit. This is why lags happen when the map nears capacity.
  • Wot maps are are about 1 TB in size due to the maps 1. being stored on the server 2. the physics of each obstacle are stored within the file.

Remove the destructible props, and this might, just might be possible if Alterniva3D gets updated/overhauled.

Spotting is similar to Hornet's future overdrive.

Edited by Guest

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Your mode is interesting. The one thing that I don't agree with is the supply distribution. I think the smaller tanks should have more supplies and the larger ones, less.

 

One shot can nearly wipe out a Wasp, whereas, the same shot would only do some damage to a Mammoth. Who would more than likely use the RK? The Wasp or the Mammoth? 

 

SB the same. A small tank is already fast, but a larger tank goes mighty slow, in comparison. I use Titan. If I respawn on the opposite side of the map from where my team is, I load a SB so I can get there quicker to help out the team. Wasps and Hornets use more SBs when they need to make a quick get-away. (CTF and RGB). 

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Since when are walls of text considered to be good presentation? -_-

By now anything with good spelling and punctuation is what I consider good presentation. Also, presentation could mean the way he articulated his idea in words and sentences, doesn't have to relate to article formatting <_<

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