Board Thread:Suggestions/@comment-30380957-20170226010335

Currently, this is how the Holdout inspired map is coming along.

While progress was being made, I realized that objective gamemodes aren't being picked at all, and when they do, survivors tend to not do so well.

My mind went to the tank mesh in PR's inventory and I thought it would be cool to have an objective based gamemode on the map in which you escort the tank 1 lap around the whole road (the tunnels on either side connect to another road at the front of the map).

The Tank

Takes the appearance of the tank mesh in Place's inventory. Is not a very fast vehicle (just a bit slower than the boat on Panama Beach).

Tank Health

The tank is vulnerable to zombie attacks, and instead of having a health system like a hammer structure, it has 2,500 health, cannot be healed, not effected by fire or radioactive waste. Upon the tank reaching 0 health, all survivors inside die, and the tank explodes, killing all zombies and survivors nearby. If the tank is shocked by an electric attack, it will be stunned for however long the bloth of lightning lasts but will not be damaged, the cannon can still fire and reload when the tank is stunned.

Tank Pilots

The tank needs 3 survivors on the inside, one in charge of reloading the cannon, one in charge of driving, the other in charge of firing the cannon. 3 survivors must be in the tank to start it, but at max can hold 3 other passangers, making there be 6 survivors in the tank at a time. The tank can only ride on the road and will not be able to enter grass.

Tank Cannon

The tank's cannon is too high up to focus fire on enimies near the ground, and is mainy for taking out normal and charged brutes. The tank cannon has a reload time of 5 seconds, and a slow turning speed. Its damage is 325 to normal brutes, and 1,000 to charged brutes. Its ammo is 1/20.

Survivor's Role

Survivors not involved in manning the tank will be on the outside protecting it, keeping up with the tank. Not camping in one spot or in a building is recommended, as your team will leave you behind in favor of protecting the tank.

Zombie's Role

Zombies need to coordinate charging brutes to hit the tank with their clubs dealing enough damage over time to destroy it. Jolt elementals will be an essential member of the zombie team making the tank come to a halt so that brutes can take it out. Normal zombies are also crucial in providing damage over time to make the tank explode quicker.

I actually have no idea if anyone has already suggesting a tank escort.

Any feedback is appreciated. 