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Spawn immunity - generally a very bad idea, but here is an improvement:

if the re-spawning tank has immunity from hostile fire, then make it impossible for that tank to pickup a flag or a football until damage can be suffered.

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I think Tanki have implemented the Spawn immunity wrongly. There must be a re-work. Making the Spawn immunity fade immediately after firing a shot. The current state where tanks can fight the others under the Spawn immunity is disgusting.

So merging the ideas. If the player want to pick the flag while he is in the Spawn immunite state, he should fire a shot to go out of this mode.

Edited by asem.harbi
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On 6/13/2021 at 7:32 AM, Moisthero said:

Spawn immunity - generally a very bad idea, but here is an improvement:

if the re-spawning tank has immunity from hostile fire, then make it impossible for that tank to pickup a flag or a football until damage can be suffered.

The above suggestion I made way back in June was deemed as "valid". Now I'd like to know where is it now in the analysis process.

 

When choosing to play the Assault Mode, we should have an option of whether we want to play in attack or in defense. Knowing which, helps us better to prepare, such as choosing the right turret, hull or even drone. 

Edited by Moisthero

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Have you given thought to introducing different levels of game play? For example some may want to play MM on a general level - with everything that is taking place now in the arenas. Let's call this level 0 (zero). And one could play all the time at that level, as is the case now. But others may wish to play MM in level 1 (one), which turns off some adaptations, such as no more silhouettes, indicators where the runner with the flag or ball is, no zero damage when re-spawning. The next lever (two) is all in level one, plus no overdrives, no augments, but you still have drones. Level three is levels 1+2 with no drones; level four could be level zero, but with no flying tanks. The point is that you don't progress from level to level, but you choose how you want to play. So you play that level all the time, unless you want to change that. It is up to the player what kind of game he or she wants - an easier level one with all benefits, or something more challenging. This proposal would mean eliminating the pro games, as levels two or three are close to what pro games offer now. The difference is that pro games give a choice of battle - which arena to play in. I am suggesting installing levels for the MM games only. It would be a good thing in MM to restore the option of choosing an arena within a particular mode of game.

Edited by Moisthero

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1 hour ago, Moisthero said:

Have you given thought to introducing different levels of game play? For example some may want to play MM on a general level - with everything that is taking place now in the arenas. Let's call this level 0 (zero). And one could play all the time at that level, as is the case now. But others may wish to play MM in level 1 (one), which turns off some adaptations, such as no more silhouettes, indicators where the runner with the flag or ball is, no zero damage when re-spawning. The next lever (two) is all in level one, plus no overdrives, no augments, but you still have drones. Level three is levels 1+2 with no drones; level four could be level zero, but with no flying tanks. The point is that you don't progress from level to level, but you choose how you want to play. So you play that level all the time, unless you want to change that. It is up to the player what kind of game he or she wants - an easier level one with all benefits, or something more challenging. This proposal would mean eliminating the pro games, as levels two or three are close to what pro games offer now. The difference is that pro games give a choice of battle - which arena to play in. I am suggesting installing levels for the MM games only. It would be a good thing in MM to restore the option of choosing an arena within a particular mode of game.

The problem with this idea is that it seperates players and makes you more likely to get matched up against the same people. It effectively divides the playerbase, which accelerates deprecation of the remaining population.

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2 hours ago, Moisthero said:

When choosing to play the Assault Mode, we should have an option of whether we want to play in attack or in defense. Knowing which, helps us better to prepare, such as choosing the right turret, hull or even drone. 

On many maps defending is easier - especially the very large ones where attackers spend a lot of time driving.

Players would all choose Defend ad then there's no one to attack, and teams will be very unbalanced.

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1 hour ago, wolverine848 said:

On many maps defending is easier - especially the very large ones where attackers spend a lot of time driving.

Players would all choose Defend ad then there's no one to attack, and teams will be very unbalanced.

Generally in attacking you can generate score way more than defending, so when I have a score mission I would love to be in attacking, it's like CTF but you can capture more flags though mostly you're the loser in the result

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7 hours ago, wolverine848 said:

On many maps defending is easier - especially the very large ones where attackers spend a lot of time driving.

Players would all choose Defend ad then there's no one to attack, and teams will be very unbalanced.

I disagree - why would you choose defend modes if you are in attack mode?

 

8 hours ago, Abellia said:

The problem with this idea is that it seperates players and makes you more likely to get matched up against the same people. It effectively divides the playerbase, which accelerates deprecation of the remaining population.

Yes, exactly, it separates the buyers, the beginners, the noobs, the amateurs from the players who want a good competitive game. No one stands in anyone's progress or style of play. 

 

9 hours ago, pocrettttt said:

I think you got it wrong what an idea topic is

and because of that you had to make a comment. Yeah, wrong topic, but the way this forum is made I'd need to go though dozens of topics. This was just on my way, and it can be moved by moderators.

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5 hours ago, Moisthero said:

Yes, exactly, it separates the buyers, the beginners, the noobs, the amateurs from the players who want a good competitive game. No one stands in anyone's progress or style of play. 

This also means the game dies faster and that seperation doesn't happen if you can choose the category you play in. You're idealizing this way too much - plus, do you really trust Alternativa to implement this in a fair way? I think avoiding messing things up is best.

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On 6/14/2021 at 1:20 AM, asem.harbi said:

I think Tanki have implemented the Spawn immunity wrongly. There must be a re-work. Making the Spawn immunity fade immediately after firing a shot. The current state where tanks can fight the others under the Spawn immunity is disgusting.

So merging the ideas. If the player want to pick the flag while he is in the Spawn immunite state, he should fire a shot to go out of this mode.

so you mean he will have immunity permanently if he didn't shot what if mamonth with heavyweight construction is protecting base in assault and he doesn't shot and have immunity it will be impossible to cap flag 

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10 hours ago, Moisthero said:

The above suggestion I made way back in June was deemed as "valid". Now I'd like to know where is it now in the analysis process.

The idea has been forwarded to the developers, in the month of June itself.

 

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5 hours ago, Noob_001 said:

so you mean he will have immunity permanently if he didn't shot what if mamonth with heavyweight construction is protecting base in assault and he doesn't shot and have immunity it will be impossible to cap flag 

LOL you assume and then accuse based on your assumptions. I haven't said that, I mean after 5s the immunity will disappear whether you shoot or not

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On 11/15/2021 at 6:03 AM, Abellia said:

This also means the game dies faster and that seperation doesn't happen if you can choose the category you play in. You're idealizing this way too much - plus, do you really trust Alternativa to implement this in a fair way? I think avoiding messing things up is best.

True, I hardly trust Alternative which has an alternative view of what is fair.... They've messed up enough. I am giving them an opportunity to fix thinks by keeping face at the same time.

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50 minutes ago, Moisthero said:

True, I hardly trust Alternative which has an alternative view of what is fair.... They've messed up enough. I am giving them an opportunity to fix thinks by keeping face at the same time.

Giving another opportunity to mess things up*

We already have them introducing literal class divisions with the changes to pro battles and you want them to do it again to MM? Why?

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