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Open to ideas

Have any ideas you would like to see put into the game? Constructive criticism is welcomed.

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Re: Open to ideas

Postby X-HayS-X » Sat Apr 20, 2013 3:06 am

IDEA 1:

Simple idea, Make it so that new players... Actually new players, like new CCIDS cannot be deactivated through 5 hours. Like they can be shot down to 1% fuel left, but never die...until five hours.

IDEA 2:

Not as simple, Make it so that players can rank up off of points alone. This points being a different amount for every rank. This amount should be extremely high and never applicable to tourneys. The game has been experiencing a decline of players, and if people can rank up one way, why not make multiple ways. This being for overall game activity. "Most players" do not like the idea of dying at a certain rank, although I find it irritating to sit at general for multiple hours, usually itching to be raided down. Easier to rank up, but not too easy. I can expand further if this peaks your interest.

IDEA 3:

Most complicated, some players play multiple tanks and cup tanks all the time, but in this game there is never a way to prestige. I suggest a cup tally underneath the cup on the tank. (i.e. rainfall: it appears a bronze cup on his tank, but underneath it a small :bronzecup: :silvercup: :goldcup: appears. beside each one will be a x#. So, it would look like this, assuming these are his awards.

Rainfall :star3: :bronzetank: :battle: :shiny: :bronzecup:
:bronzecup: x5 :silvercup: x0 :goldcup: x0

Although on the ones he hasnt obtained it could just not have a number at all. I like the idea of tally count. However some may not, I can conjure up a better picture in photoshop if needed or if this interests you. Remember it would be a small tally beneath the cup he owns. Not a large gaudy item.
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Re: Open to ideas

Postby ValadieX » Sat Apr 20, 2013 3:33 am

wardizzle wrote:Changes the dynamics altogether.

Encourages people not getting low for the sake of keeping maximum functionality.

It also punishes raiders for being fast. I would feel robbed as hell if I landed next to a target as he's getting hit by homings and could only shoot singles because I didn't worry about staying above duals.


Correct. Assuming SW can put in an algorithm that prevents PlayerA from being debuffed while being raided by 3+ raiders, it can completely alter how raids are given and received. A very strategic teleport on behalf of the one taking the raid can change the whole momentum of the raid itself (ie: teleporting to a spot where the raid taker knows there is only one or two good sources of fuel, and is far enough to hinder the use of Dual Shots when the raiders teleport after him.) I, personally, believe it would make the game much more skill based.


lefty wrote:
-Kirby- wrote:At the risk of going off topic...

Something that could possibly be done to help activity in the interim until the game gets really active is to go with all land-maps. Don't get me wrong, my favorite maps are probably Iceland and Deep Six - and the Apache map looks like a BEAUTY...

Image

...but the amount of water on the map should be dependent on and directly proportional to the amount of players the game is able to attract at any given time. Water maps are so crazy fun when the game is very very active, but they become downright unplayable when activity falls below a certain level. As things stand currently, you probably need land maps to bring in players in the first place, so they should probably be the only type of map seen until things really pick up. I think that activity builds upon itself - the more active the map already is on a nightly basis, the more likely even more people are to come in - so I think a pure-land rotation could really snowball activity over the summer.

Oh and yeah, summer though. Might your best time to advertise. Get tons of kids playing. I hope you know exactly where you want to advertise!


That map, along with a couple others that LOOK okay, actually played god awful. I played in apache a few times. Badlands, Blast Zone, Quicksand...Apache.. The 4 that I practically wish I never spent a moment in.


I'm going to have to agree with lefty. After playing both my maps, Apache and Quicksand, I found them both to be God awful to play. If I can find it, I will post an updated version of Apache I did several months back, basically filling in a lot of inaccessible portions of the map.
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Re: Open to ideas

Postby ValadieX » Sat Apr 20, 2013 3:54 am

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Re: Open to ideas

Postby lefty » Sat Apr 20, 2013 9:55 am

that looks like 90x better :hump:

now just connect the little islands a bit mooooreeee :hammertime:
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Re: Open to ideas

Postby SW » Sat Apr 20, 2013 11:22 am

Do you guys remember how the active players list was sorted in BF?

I seem to remember it cycling slowly....?

New join players were always at the bottom, but oldest players weren't always at the top, were they?
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Re: Open to ideas

Postby PD3.0 » Sat Apr 20, 2013 11:45 am

SW wrote:Do you guys remember how the active players list was sorted in BF?

I seem to remember it cycling slowly....?

New join players were always at the bottom, but oldest players weren't always at the top, were they?

I do recall it cycling but don't know how it actually determined the order of players. Bottom guy goes to the top of the list every 30 seconds or so. Don't quote me though. I still think there was a "beginning" of the list, meaning the player who has been in the longest, but it did cycle through so you actually couldn't tell who the first player in was without already knowing.

But I was tossing around the idea of a new format for the active players list a week or two ago. It's not a huge issue, except in tournaments, since activity is low. But with increased activity in the summer and in anticipation of new players in the future I wouldn't mind seeing the active players list sorted in a new way.

Whether that be alphabetically or possibly sort the players by color. Example, all Blues would be at the top, all Oranges next, all Purples next, then all Red players would be at the bottom of the list. It would make it much more aesthetically pleasing and would allow players to find a specific player quicker knowing their name or color. This can be especially useful in tournies when the active players list is long and everyone is mixed together.

I really don't care to know which tank has been in the map the longest, people q in and out all the time anyway.
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Re: Open to ideas

Postby PRIDE » Sat Apr 20, 2013 12:04 pm

having it being sorted by activity makes it easier to see when a low quitter comes back in
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Re: Open to ideas

Postby -Kirby- » Sat Apr 20, 2013 1:24 pm

Yo. What if the longer you were in the map, the more points you receive per shot. People would never leave :lol:


But seriously though. I'm not convinced that the original Apache, nor any of the other "rejected" maps, were truly unplayable. I think that with 20-30 tanks in at once, any map can be perfectly playable (as long as there aren't blotches of water with no ferry access - I think this was a problem with just one of them?). The original Apache looks like a very challenging map and I would love to see how it plays with a ton of people in at once. There might be some small stretches of water on it that should be more connected to the main body but other than that I think it looks good!


As far as the active players list, I always thought it was random apart from entering players appearing at the bottom :shrug:
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Re: Open to ideas

Postby wardizzle » Sat Apr 20, 2013 2:05 pm

-Kirby- wrote:Yo. What if the longer you were in the map, the more points you receive per shot. People would never leave :lol:


But seriously though. I'm not convinced that the original Apache, nor any of the other "rejected" maps, were truly unplayable. I think that with 20-30 tanks in at once, any map can be perfectly playable (as long as there aren't blotches of water with no ferry access - I think this was a problem with just one of them?). The original Apache looks like a very challenging map and I would love to see how it plays with a ton of people in at once. There might be some small stretches of water on it that should be more connected to the main body but other than that I think it looks good!


As far as the active players list, I always thought it was random apart from entering players appearing at the bottom :shrug:


Quicksand was retarded. Inverted or not it was literally 100% retarded.

Blast Zone sucked. Badlands was actually pretty cool. A new take on Iceland. No small lakes for ferries to get trapped in etc... It made the game about skill more than anything else. The people who bitched nonstop about it were the newbies who don't know how to handle water.
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Re: Open to ideas

Postby Jordann » Sat Apr 20, 2013 2:59 pm

that hardcore competitive 'i want to play on the toughest setting' mindset is dying. especially for a game like this. theres plenty of skill involved on other not so tough maps that cater to everyone who play, not just a small group of players.

you need to think about that when deciding what maps you want to be played. do you want to have a bit more of a challenge in a map with 6 people or 25+ people?

Cant be selfish and just suggest what you want to be changed, you need to think about every group of players and remember you may be in a minority and have to structure your ideas differently because of that.
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Re: Open to ideas

Postby 987 » Sat Apr 20, 2013 3:44 pm

Jordann wrote:that hardcore competitive 'i want to play on the toughest setting' mindset is dying. especially for a game like this. theres plenty of skill involved on other not so tough maps that cater to everyone who play, not just a small group of players.

you need to think about that when deciding what maps you want to be played. do you want to have a bit more of a challenge in a map with 6 people or 25+ people?

Cant be selfish and just suggest what you want to be changed, you need to think about every group of players and remember you may be in a minority and have to structure your ideas differently because of that.


very true, but I still think its important for that minority to be heard and understood. sucks to put it this bluntly but you can't just cater to the lazy and average and try to make everything appealing to as many people as possible.

imo utanks provides 2 very good (or I guess bad) examples of this

1) fuel/equipment spacing makes filling easier, but almost completely at the expense of the skill that comes with monitoring what's going on in the map. knowing how to read the map and using this power and knowledge to give yourself a leg up by picking where to fill, fight, etc: lost art, completely negated

2) instant map and how it inherently marginalizes the ability to pick a spot and execute a tele quickly when the map comes up, which is one of if not the most important things when taking raids
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Re: Open to ideas

Postby -Kirby- » Sat Apr 20, 2013 5:19 pm

Jordann wrote:Cant be selfish and just suggest what you want to be changed, you need to think about every group of players and remember you may be in a minority and have to structure your ideas differently because of that.

I mean to suggest that any map will be plenty enjoyable to the majority as long as it is active. As for selfishly structuring ideas,

-Kirby- wrote:Something that could possibly be done to help activity in the interim until the game gets really active is to go with all land-maps. Don't get me wrong, my favorite maps are probably Iceland and Deep Six... ...but the amount of water on the map should be dependent on and directly proportional to the amount of players the game is able to attract at any given time.


.... :hmmm:

In other words, I think only land maps should be in the rotation. Water maps if the game reaches a constant 20-30 players. Maybe try reintroducing maps like Apache at that point because it might be true that any map is fun if there are 20-30 people playing it.

Maybe I'm too optimistic about the word getting out :\
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Re: Open to ideas

Postby RespectMA » Sat Apr 20, 2013 11:53 pm

lefty wrote:
SW wrote:All I can really think of right now is reducing the effectiveness of faking, which IMO is the worst part of the game. Points from faking should be so low it's useless. The importance of deactivating high ranked tanks should really be boosted somehow.


Mini-games are the future for you Sunny. (if you care to expand tankpit) As I out-lined in one of my :lb: submissions and now you got Duy suggesting the same thing. Smaller maps - rock block specific - capture the flag specific - 6v6 team battle specific - FFA tournament where everyone gets a rainbow colored tank(regular size map). :lb:


The problem with most of those mini games is it alienates people who arent on teams. Which is plenty. The only on that doesnt would be the FFA tourny. And slow down the cheating there. Make all tanks to others show anonymously. Where all we would see is rank (as far as pvt cpl sgt ect...) not #. Revealing the winner only at the end.
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Re: Open to ideas

Postby antdoggg » Sun Apr 21, 2013 12:02 am

RespectMA wrote:
lefty wrote:
SW wrote:All I can really think of right now is reducing the effectiveness of faking, which IMO is the worst part of the game. Points from faking should be so low it's useless. The importance of deactivating high ranked tanks should really be boosted somehow.


Mini-games are the future for you Sunny. (if you care to expand tankpit) As I out-lined in one of my :lb: submissions and now you got Duy suggesting the same thing. Smaller maps - rock block specific - capture the flag specific - 6v6 team battle specific - FFA tournament where everyone gets a rainbow colored tank(regular size map). :lb:


The problem with most of those mini games is it alienates people who arent on teams. Which is plenty. The only on that doesnt would be the FFA tourny. And slow down the cheating there. Make all tanks to others show anonymously. Where all we would see is rank (as far as pvt cpl sgt ect...) not #. Revealing the winner only at the end.

Actually thats sounds like a great idea ( even though a cant win a turney to save my life) but actually only being able to see what rank you are and not what place would really make things interesting. Everybody might still think they have a chance to win and decide not to give out the free kills. it would be worth a try ( Blind Turney)
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Re: Open to ideas

Postby Jordann » Sun Apr 21, 2013 12:06 am

antdoggg wrote:
The problem with most of those mini games is it alienates people who arent on teams. Which is plenty. The only on that doesnt would be the FFA tourny. And slow down the cheating there. Make all tanks to others show anonymously. Where all we would see is rank (as far as pvt cpl sgt ect...) not #. Revealing the winner only at the end.

Actually thats sounds like a great idea ( even though a cant win a turney to save my life) but actually only being able to see what rank you are and not what place would really make things interesting. Everybody might still think they have a chance to win and decide not to give out the free kills. it would be worth a try ( Blind Turney)[/quote]

could be the best idea posted thus far.

:lb:

only thing is people could still easily cheat by fixing where they meet each other but that happens already andyways.

atleast this way people cant be blindly targetted due to tank name/number/etc.

in this case awards would have to be filtered out as well.

also instead of being anonymous itd prefer if it just filled out your name due to who entered first. for example, a-1, a-2, a-3, a-4, a-5, etc etc.

what would be even better is if everyone had a different number for every player. if the person I see as a-14 showed as a-27 to another and a-3 to another itd be tougher to coordinate raids etc using outside means.
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Re: Open to ideas

Postby 003 » Sun Apr 21, 2013 1:04 am

Jordann wrote:
antdoggg wrote:
Actually thats sounds like a great idea ( even though a cant win a turney to save my life) but actually only being able to see what rank you are and not what place would really make things interesting. Everybody might still think they have a chance to win and decide not to give out the free kills. it would be worth a try ( Blind Turney)


could be the best idea posted thus far.

:lb:

only thing is people could still easily cheat by fixing where they meet each other but that happens already andyways.

atleast this way people cant be blindly targetted due to tank name/number/etc.

in this case awards would have to be filtered out as well.

also instead of being anonymous itd prefer if it just filled out your name due to who entered first. for example, a-1, a-2, a-3, a-4, a-5, etc etc.

what would be even better is if everyone had a different number for every player. if the person I see as a-14 showed as a-27 to another and a-3 to another itd be tougher to coordinate raids etc using outside means.


Haven't paid much attention to most of this thread but this idea looks like it has a lot of potential. Anything that makes it harder to cheat should be seriously considered imo. Sounds like some tough coding though.
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Re: Open to ideas

Postby HurleY » Sun Apr 21, 2013 3:36 am

X-HayS-X wrote:
IDEA 2:

Not as simple, Make it so that players can rank up off of points alone. This points being a different amount for every rank. This amount should be extremely high and never applicable to tourneys. The game has been experiencing a decline of players, and if people can rank up one way, why not make multiple ways. This being for overall game activity. "Most players" do not like the idea of dying at a certain rank, although I find it irritating to sit at general for multiple hours, usually itching to be raided down. Easier to rank up, but not too easy. I can expand further if this peaks your interest.



Really good idea. Others probably thought of this but never cared to write it down. It's so obvious that it's brilliant tbh.

It should take the average player 8-10 hours of play to rank from col to gen via points imo. SHould def not be anything remotely easy to do. There were still always be vaginas on the field but at least other cols don't have to desperately hope one takes a raid to rank. I've been stuck col for almost 15 hours now (granted i havn't been lucky with kill shots), and blue has been dominating the map when I've been in and only had to deal with minimal resistance in that time, but the mountain just seems to get higher at this point to hit gen. 80% of col/gens I see quit/play like a newb, leaving simpsons, PD, and like two other players that make it possible to rank. It's really lame.
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Re: Open to ideas

Postby Krusty » Sun Apr 21, 2013 7:35 am

leaving simpsons?

Blind tourns ftw ...

No awards,
No names,
No #,
NOTHING.

You could even not show rank, a message can shot to the player himself "You have ranked" so they know when they have ranked up or not .

This would stop players from targeting tanks that have just died and are shieldless. It would stop players waiting for certain tanks to rank up before they attack them.

I always hit r,b,p,o waiting for certain tanks I know have died already or are equipmentless to rank. Making everything completely blind would be a completely different tourn. Although I do love tourns exactly how they are.

I'm still for the no cup practice tourns ... or exp tourns? where the players who play get the points they earn transfered to the main map on the tank they used for the tourn, it promotes people who like tourns to play their main tanks and everybody is a winner in a way because all players would earn the pp they gained. Players will still feel like a boss when they place 1,2,3 or top pph.
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Re: Open to ideas

Postby HurleY » Sun Apr 21, 2013 1:40 pm

Krusty wrote:leaving simpsons?


You misinterpreted my post.
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Re: Open to ideas

Postby Krusty » Sun Apr 21, 2013 2:59 pm

oh my bad, I was still drunk/hung over when I read your post.
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Re: Open to ideas

Postby zubby » Sun Apr 21, 2013 4:34 pm

SW wrote:We could try making the game more skillful, if anyone has ideas I'd be open to hearing them. :)


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Re: Open to ideas

Postby Frost » Sun Apr 21, 2013 5:11 pm

987 wrote:
Jordann wrote:that hardcore competitive 'i want to play on the toughest setting' mindset is dying. especially for a game like this. theres plenty of skill involved on other not so tough maps that cater to everyone who play, not just a small group of players.

you need to think about that when deciding what maps you want to be played. do you want to have a bit more of a challenge in a map with 6 people or 25+ people?

Cant be selfish and just suggest what you want to be changed, you need to think about every group of players and remember you may be in a minority and have to structure your ideas differently because of that.


very true, but I still think its important for that minority to be heard and understood. sucks to put it this bluntly but you can't just cater to the lazy and average and try to make everything appealing to as many people as possible.

imo utanks provides 2 very good (or I guess bad) examples of this

1) fuel/equipment spacing makes filling easier, but almost completely at the expense of the skill that comes with monitoring what's going on in the map. knowing how to read the map and using this power and knowledge to give yourself a leg up by picking where to fill, fight, etc: lost art, completely negated

2) instant map and how it inherently marginalizes the ability to pick a spot and execute a tele quickly when the map comes up, which is one of if not the most important things when taking raids



Its the latter part that gets me. My god that map is so fucking slow its aweful. Plus the fact when i hold down spacebar, it will shoot, than i gotta press it down again to continue shooting. After the second time, it will shoot non-stop.

Plus IMO, put up a permanent Rocks & Swamps, Dez, and keep the other maps on rotate. Old stats stay with the rotating map, new stats for dez and rocks... And watch in awe as the game explodes with activity.
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Re: Open to ideas

Postby X-HayS-X » Mon Apr 22, 2013 12:27 am

IDEA:

Change my gamertag on xbox live to TANKPITdotCOM, that clearly wins me three awards of choice, right?
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Re: Open to ideas

Postby BenJamin » Mon Apr 22, 2013 7:54 am

zubby wrote:
SW wrote:We could try making the game more skillful, if anyone has ideas I'd be open to hearing them. :)


Raid bonus award. Silver or bronze shield.



This.
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Re: Open to ideas

Postby savin » Mon Apr 22, 2013 2:53 pm

2 main maps, and 1 practice map.

Practice map should have no Top 10's, or Top 25 List just like the old game had set up. If lefty or someone wants to try to become #1 private killing bots for 100 hours so be it but noobs will have a place to pick up the game without being bullied or raided at the start.


Otherwise newer players will keep getting deactivated and turned away from the game because they are not "winning" at it per say. I know we don't have many noobs currently, I'm thinking of the long term if SW is serious about all this. :poker:



ps: Color flipping is a new problem we experience in tankpit compared to battlefield because we are all forced to play one map, and one map only. Unless a tournament is going on of course. I don't care how active or inactive this game is, battlefield was never meant to force you on one map. When I began the game in '97 I loved the fact you could enter "new worlds" as me and my brother called them back then. Unique Top 25 Lists develop for each map you can realistically strive for, and different teams break apart and come together by having more than one map.
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Re: Open to ideas

Postby lefty » Mon Apr 22, 2013 2:56 pm

lefty :bronzetank: :rusty:

BG :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :goldtank: :rusty:

at least make the right reference bro!

struggling to see the point in more than 1 main provided the map rotates. Would only be required if we regularly have more than say 30 players in map. We're so far away from there...
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Re: Open to ideas

Postby HurleY » Mon Apr 22, 2013 3:25 pm

I wonder what SW is going to to do, there have been ton of suggestions in this thread.
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Re: Open to ideas

Postby Krusty » Mon Apr 22, 2013 3:29 pm

I don't like the 2 main map idea... It will make everybody switch at first for a nice easy #. The same players who have the most time will dominate the top 10/25 again. There is no need for a second map, they tried it in Utanks, Blitz died, now both maps are pretty much dead. (Not a shot at Utanks, just explains what 'could' happen in tp if this happened)

I'm all for a practice map though, I'll probably mess around in there, try to contact new players as I do in the main map anyway and really try to help them. There are not many players who would use their own time to help somebody I to the community (irenicus for example)
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Re: Open to ideas

Postby Frost » Mon Apr 22, 2013 4:06 pm

I would seriously start playing regularly if Rocks & Swamp was put as a permanent map. More then likely batty a tank or two in there.

And as for the top 10/25 in practice. I agree don't put it up on game, but still put it somewheres. Regardless players are going to peice together one whether you want it or not....

Also, if the game could be smoothed out.
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bluesniper wrote:... somehow i belive that GOD and aliens are somehow related, not saying aliens are GOD but possibly angels maby? idk lol...

Battlefield
ForGeTaBle iLLuSiOnZ :star3: :bronzetank: :battle: :battered: :dot: :silvercup: :wc: TankHunter :star3: :goldtank: :heroic: :battered: :silvercup: Ping-Pong Masters :star3: :silvertank: :combat: :shiny: Black OPs :star3: :goldtank: :silvercup: Mt Reinier :star2: :bronzecup:
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Re: Open to ideas

Postby wardizzle » Mon Apr 22, 2013 5:40 pm

So you all would play non-stop if Rocks/Des/The Pit/Levels/Maze was up 7 days a week instead of 5?

Suck it up. Game is fine as it stands. The point is to make it more fun for those who pop in to play. I legitimately think it would help/be funny if Fluke's tanks got deleted along with anyone who's annoying. But that's hard to police and it's whatever.

If you really wanted to make a big splash in the gameplay (and maybe recoup a little cash), I think team registrations would be a good way to go. Someone has to pay $5-10 to register a team. In exchange, they can register specific tanks on others' registrations (possibly through 2 randomly-generated codes; one, a random team-specific code generated in the team leader's CCID and given to a team member, the other, a tank specific code given to the team leader; both must match).

Cap would be something like 10 tanks and perks might be a BF-X5 style chat under the game (including the targeting feature) and/or commands visible only to team tanks in-game. Pros: limit team sizes, dissuade clusterfuck co-ops with randoms, make $, add more leverage to use against anyone caught being retarded in-game (a la Bluntz and BLOODSHED in tournaments). Cons: encourage TeamPit (but honestly, that's already a done deal).
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