Random Tunnels

2020-03-03 09:10

Quantum Tunnels were introduced years ago. They aren't well advertised in the game, but just the same, they are rarely used. I think everyone was excited about the idea when it first came out, but the effort to establish the tunnel was high given the matching algorithm and simply the need to go manually try to create one. Should random tunnels popup weekly in areas that are +80% locked down by one faction? What is the good and bad of randomly tunneling? Do you have suggestions on how to select the areas that get a tunnel, or the zones that are chosen? No zones with an HQ base for an active player? Zones were a new player places an HQ in an enemy zone to try and encourage them to stick around?

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2020-03-03 11:11

I am not for random tunnels. I would rather see an expensive ordnance that give you the ability to select any zone, regardless of distance, to allow you to launch as if you were local for 24 hours. I say expensive because I don't think it should be used a ton. It could also be limited to X amount of uses per month, etc...

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2020-03-04 19:07

I don’t mind the random tunnels idea. I’d even take it further and say that any player placing a base in an enemy zone of sufficient size, for a sufficient length of time (maybe shorter for lower level players), with a sufficient degree of area locked-downedness by that enemy faction should auto-trigger a tunnel to an approximately equal sized active zone of the faction of the player with the base.

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2020-03-05 18:49

I would be on board for random tunnels. I have only been a part of a couple and they were really fun, but I have no idea how they are placed or nominated. I think that all the suggested criteria are good ideas. I would add towers over a certain size that been held for the longest time.

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2020-04-15 07:24

The real issue here, at least for ma, is that it would be GREAT if players could paly more together, as a faction, even if they are not colse to each other!

This is what really is missing in this game in order to make it more strategic and fun to play!
You could definitely switch from an, essentially, solo game to a faction game, which would allow much much more fun.

There are many possible implementations that could accomplish this, but they all require developer time and careful thinking of their impact on the game.

A first idea that came to my mind (guess from where) would be to be able to connect different zones in order to form some sort of geometrical fence or Super-Zone, that when it is closed would allow all players that are located inside the "super-Zone" to play together as if they were physically together.
Something like that would make the gam definitely more fun to play and would involve some basic strategy to build, and destroy, Super-Zones.

In addition, allowing more players to play together as a team, it would ease a little bit pressure un zones populated by massive multiscopers, whic at the moment make the game impossible, or at least absolutely not fun to play, allowing a team to form and try to contrast them in an affective way.

Of course, any other option, to be built in the game that would favour teamply would be strongly appeciated!

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2020-04-15 18:10

If I am remembering correctly, tunnels were meant to help keep a check on massive towers by offering people who have nobody to fight a way to be attacked. I think an easy way to help spice them up and make them a more popular tool would be to make the default vote for retired bots yes as opposed to no. Making huge towers of bots a bit easier to target for ops without reworking the whole tunneling system (I presume). and possibly a more intuitive or easier to access button to tunnel, possibly in the zone info tab, a challenge this zone button that will bring you right to the portal page to challenge that zone?

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2020-07-21 22:46

Let’s do it, anyhow, anywhere multiple tunnels between active areas daily please.
six random tunnels daily, each faction gets the other two factions per locked down zone. MNy options to choose from and a link in the app to tunnel page to see where the action is

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2020-07-22 06:48

I think that more than random tunnels it would be enough if Thay stay like now, but if you ask for a tunnel to be created I would make the default answer being yes, so that all tunnels created with areas that do not have active players would, by default, be created.

Then i have a question about how tunnels work once established, as I did never use them.

If there is a tunnel all players in range of one end of the tunnel will play at the other end like being local to the end of the tunnel? Or are just nanos allowed?

If it is the first one, this would actually be a very very good idea on how make players from different areas play together! This is one of the things I am missing most. And it would force opposing faction to coordinate to take down the origin of the tunnel, to avoid many opposing players to play in one remote area...

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2020-07-22 13:42

See https://portal.qonqr.com/Manual/Topics under Quantum Tunneling > What is a Quantum Zone Tunnel? > Details

The bots you launch will stay in the zone you launched them in, but the enemy will be selected from both zones as if they were the same.

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2020-07-28 11:05

Another very nice option with tunnels would be to add the ability to create a tunnel to an enemy tower, of at least 1 million bots, without the opponent being able to refuse, starting from any tower with more than 1 million bots, owned by your team, within a radius of 25, 30 km from your home base. This would not disclose where you live, and would add some value to the home base.

It would also enable players to team up and attack an enemy zone targeting it with multiple tunnels that all point to the same enemy tower.

Last edited by 4nte, 2020-07-30 18:21

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2020-09-10 07:36

+1 on the idea of tunnels being automatically approved to a zone where a retired player is the leader.

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