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Phasing through allies


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Often times off late, players keep pushing my hull around and shooting at me because I take "their" box (even though I was patiently waiting there first; there was even once an incident where some player waited a minute or so and didn't let me go because he "knew" that I would "steal" his overdrive). Other times, if you don't give someone the flag you spent resources trying to bring back, they'll push you and keep you pushed against a wall. My idea to solve this is to allow you to press a button which will make you untouchable by that specific tanker (a maximum limit of 3) for a minute. Much like how it would be when tankers first spawn, except that only those tanks are unable to touch you and you are normal to the rest of your enemies. Coming within a 7 metre radius of gold or supplies disables this function.

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This is a big problem in rugby-that 3-4 players on one team compete at a drop location for the ball.

But the real problem is that the player who moves the flag from when they force you to give it to them to the base gets the points. This should not be happening. Why are the points awarded for bringing it to base?-it should be awarded to the one who spent 2 minutes sneaking behind the enemy base, taking the flag, and evading enemies all the way to the flag. THAT player should be the one to get the points!

If the points would be awarded for getting to the enemy base, taking the flag, and one point for every 15 meters you bring it closer to the flag. (Naturally this needs some rules to keep it in check-like you don't get points if you traveled back toward enemy base to start again.) I think this would really solve the real problem at hand.

In NHL there is a penalty for delay of game-when you try to keep the puck stuck to the wall to kill a power play (uneven advantage time). Being that there are no referees in Tanki to decide if a player is pinning a 'puck' to the wall-there should be a way to 'vote' a player for delay of game. If most of the team votes-a mod will investigate and the player is kicked form battle.

As for the solution you suggested, this would not help in rugby-when most of this is happening at the drop location. Or if it would work in a drop location-who would get the ball when multiple players are in the same location?

This would also enable multiple players to be in the same location to help defend a flag and would disrupt the game. Some maintenance rules to make it work.

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This is a big problem in rugby-that 3-4 players on one team compete at a drop location for the ball.

But the real problem is that the player who moves the flag from when they force you to give it to them to the base gets the points. This should not be happening. Why are the points awarded for bringing it to base?-it should be awarded to the one who spent 2 minutes sneaking behind the enemy base, taking the flag, and evading enemies all the way to the flag. THAT player should be the one to get the points!

If the points would be awarded for getting to the enemy base, taking the flag, and one point for every 15 meters you bring it closer to the flag. (Naturally this needs some rules to keep it in check-like you don't get points if you traveled back toward enemy base to start again.) I think this would really solve the real problem at hand.

In NHL there is a penalty for delay of game-when you try to keep the puck stuck to the wall to kill a power play (uneven advantage time). Being that there are no referees in Tanki to decide if a player is pinning a 'puck' to the wall-there should be a way to 'vote' a player for delay of game. If most of the team votes-a mod will investigate and the player is kicked form battle.

As for the solution you suggested, this would not help in rugby-when most of this is happening at the drop location. Or if it would work in a drop location-who would get the ball when multiple players are in the same location?

This would also enable multiple players to be in the same location to help defend a flag and would disrupt the game. Some maintenance rules to make it work.

I'm not sure I quite understand what you mean in relation to my suggestion, however being closer than a 7 metre radius will prevent it from working thus stopping ghosting

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"I'm not sure I quite understand what you mean..."

To clarify:

  1. I explained that the real issue is that players get points for scoring the flag-and not for capturing the flag-and that should really be the way to score it.
  2. I gave a suggestion for voting a player for 'delay of game'.
  3. I brought up potential problems with your idea:
  • You said it will only disable near 'gold or supplies'. In rugby allies fight for the ball as it drops-so what would happen when 2 players are in the same exact location (when this module is equipped) who will catch the ball?
  • In CTF this will be used for defense-to cram a bunch of tanks into a small area around the base-so enemies cannot advance.

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To clarify:

  1. I explained that the real issue is that players get points for scoring the flag-and not for capturing the flag-and that should really be the way to score it.
  2. I gave a suggestion for voting a player for 'delay of game'.
  3. I brought up potential problems with your idea:
  • You said it will only disable near 'gold or supplies'. In rugby allies fight for the ball as it drops-so what would happen when 2 players are in the same exact location (when this module is equipped) who will catch the ball?
  • In CTF this will be used for defense-to cram a bunch of tanks into a small area around the base-so enemies cannot advance.

 

I'm sorry; I shall update it soon. Although I highly doubt it will be used for defense in terms of ramming into a small area. Most likely because if you can phase through team mates and decide to pile up in a circle, phased together (which won't happen in 7 minutes as everyone wants crystals and scores) then it may be some good. I say may because players can still drive over the top.

 

Also, I realize that if you are chosing to phase through somebody and you can't remain phased at rugby drop zones and such, then that player can simply push you there, which is worse because you are trying to do something useful. Furthermore, they could take a rugby ball and push you around too.

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