STEAM GROUP
Stop that Tank! StopThatTank
STEAM GROUP
Stop that Tank! StopThatTank
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Banshee Aug 2, 2016 @ 4:44pm
Tank Race is being redesigned!
Within the next month or so, we'll be completely changing how Tank Race (PLR) works. Not to worry, we'll be keeping the giant fights.

Here's how we intend for it to work:

  • The Tanks will be destructable, and will no longer be slowed by damage.
  • Only one team's Tank will move at a time.

  • The round begins with a Giant fight.
  • The team that loses the fight will get the first Tank turn.
  • As a reward for the winner, the first Tank will spawn with a bit less health and the surviving Giant will be healed.

  • Upon Tank destruction, it will go into "ghost mode" where it was destroyed.
  • It will then be the opposing team's turn for their Tank to move.
  • Tanks will be spawned wherever they were destroyed when it's their turn to move.
  • The amount of health a Tank will spawn with is dependant on how far along the track it is.
  • The farther along a Tank is, the less health it will spawn with.
  • Teams will trade Tank turns until one of the Tanks reaches the end and wins the round.

  • A Giant will be given to a team when their first Tank turn ends.
  • A team will get a maximum of two Giants per round, including the initial ones.
  • Giants and Sentry Busters will do reduced damage to enemy Tanks.

The reason we're doing this is quite simple, it wasn't really fun to babysit invincible Tanks, and the current design gives players way too many things to focus on at once.

Got any comments/suggestions/feedback? Post 'em below!
Last edited by Banshee; Aug 2, 2016 @ 5:13pm
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Showing 1-9 of 9 comments
CaioXG002 Aug 2, 2016 @ 5:25pm 
Ooh, that's cool. If I may ask, banshee, how will sloped ground affect the Tanks now that they have a fixed speed? I personally though of many things:
-They roll upwards at a slower speed. Seems the most obvious one.
-They take additional damage from all sources while at a slope. No speed loss.
-If a Tank is destroyed while at a slope, it will spawn at the beginning of the slope, thus being the only way to lose progress. No speed loss nor resistance debuff.
-There's also the obvious "Tanks aren't affected by sloped ground".
Banshee Aug 2, 2016 @ 5:40pm 
Originally posted by CaioXG002:
Ooh, that's cool. If I may ask, banshee, how will sloped ground affect the Tanks now that they have a fixed speed? I personally though of many things:
-They roll upwards at a slower speed. Seems the most obvious one.
-They take additional damage from all sources while at a slope. No speed loss.
-If a Tank is destroyed while at a slope, it will spawn at the beginning of the slope, thus being the only way to lose progress. No speed loss nor resistance debuff.
-There's also the obvious "Tanks aren't affected by sloped ground".
I'm pretty sure whether it goes slower up ramps or not is dependant on the map, which we aren't going to change. We also don't plan on having the Tanks roll back on slopes if they're destroyed on one, mainly to prevent stalemate situations, causing rounds to drag out too long.

Comebacks will always be possible in this new design, making the rollback slopes likely unnecessary. Even if a team's Tank gets destroyed when it's 99% of the way through the track, the opposing team could still win if they're able to defend their Tank until the end.
Last edited by Banshee; Aug 2, 2016 @ 5:44pm
Kenzzer Aug 3, 2016 @ 3:00am 
Oh great, I have a question on this:

Originally posted by Banshee:
  • The Tanks will be destructable, and will no longer be slowed by damage.

How will you manage the healthbar?

It will display the moving tank's health right? Maybe to not confuse players, use the green skin for one team? (yeah I'm not even sure of what I said because, green is for regen so :\)
Or display red's tank, blu's tank text in the healthbar?
Banshee Aug 3, 2016 @ 12:07pm 
Originally posted by Benoist3012:
Oh great, I have a question on this:

Originally posted by Banshee:
  • The Tanks will be destructable, and will no longer be slowed by damage.

How will you manage the healthbar?

It will display the moving tank's health right? Maybe to not confuse players, use the green skin for one team? (yeah I'm not even sure of what I said because, green is for regen so :\)
Or display red's tank, blu's tank text in the healthbar?
The health bar will display the health of the Tank that's currently moving. I don't think players will be confused once they realize what the health bar is there for, but if it becomes a problem, we'll see what we can do about it.
Last edited by Banshee; Aug 3, 2016 @ 12:07pm
Kenzzer Aug 4, 2016 @ 3:11am 
Originally posted by Banshee:
The health bar will display the health of the Tank that's currently moving. I don't think players will be confused once they realize what the health bar is there for, but if it becomes a problem, we'll see what we can do about it.

Yeah just thinking if players see the healthbar filled it could be confusing. If you didn't plan it, I suggest a delay between the two tanks turn. So when the tank is destroyed the healthbar disappear and reappear (let's say, 5 seconds later?) with the opposing team's tank.
Banshee Aug 4, 2016 @ 10:46am 
Originally posted by Benoist3012:
Originally posted by Banshee:
The health bar will display the health of the Tank that's currently moving. I don't think players will be confused once they realize what the health bar is there for, but if it becomes a problem, we'll see what we can do about it.

Yeah just thinking if players see the healthbar filled it could be confusing. If you didn't plan it, I suggest a delay between the two tanks turn. So when the tank is destroyed the healthbar disappear and reappear (let's say, 5 seconds later?) with the opposing team's tank.
A small delay between turns is planned, yes.
Kenzzer Aug 8, 2016 @ 2:58am 
Originally posted by Banshee:
  • The amount of health a Tank will spawn with is dependant on how far along the track it is.
  • The farther along a Tank is, the less health it will spawn with.

About this idea, do you plan to make the ghost recede on recede parts?
If yes, I think you are going to enter into an endless loop, because the tank will keep the same health over and over, if the tank is always killed on the recede part, because the path lenght will be always the same once it fully recede, I think to pipeline stage 3 or hightower.
I suggest to add a little health addition on the tanks, every turn, so we don't enter into an endless game.

Additional health formula: (110 x turn number-1 x ennemy players)

Let's take an example: we have 20 players, 10 in blu, 10 red.
calculatedhp is the health calculed by your mod on path lenght

1st turn: calculatedhp + 0hp (110 x 0 x 10) 1st ennemy turn: calculatedhp + 0hp (110 x 0 x 10)

2nd turn: calculatedhp + 1110hp (110 x 1 x 10) 2nd ennemy turn: calculatedhp + 1110hp (110 x 1 x 10)

3rd turn: calculatedhp + 2200hp (110 x 2 x 10) 2nd ennemy turn: calculatedhp + 2200hp (110 x 2 x 10)

ect....

110 is a random number from me, this should be under a cvar, that you can change with your cfg file.
CaioXG002 Aug 8, 2016 @ 6:26am 
I think Banshee adressed that on reply #2.

"We also don't plan on having the Tanks roll back on slopes if they're destroyed on one, mainly to prevent stalemate situations, causing rounds to drag out too long."

So, yeah, if one of the Tanks is just about to be captured on Hightower and it gets destroyed, it won't go back. If the enemy Tanks also gets destroyed, that Tank about to cap will promptly cap and win the game.
Kenzzer Aug 8, 2016 @ 6:45am 
Originally posted by CaioXG002:
I think Banshee adressed that on reply #2.

"We also don't plan on having the Tanks roll back on slopes if they're destroyed on one, mainly to prevent stalemate situations, causing rounds to drag out too long."

So, yeah, if one of the Tanks is just about to be captured on Hightower and it gets destroyed, it won't go back. If the enemy Tanks also gets destroyed, that Tank about to cap will promptly cap and win the game.

Then take this as an idea to keep the roll back areas.
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