- turokman2000
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- Noble Member
Sounds great, but a little battlefield-ish.
But I think the Halo style could overcome it in this way:
focused, changing gameplay
Like you mentioned, after a cetain number of kills the game changes (for that team) to assault and so forth. I would say that the map is 'perfect' but depending on the stage of the match, different parts of it are being used. This avoids the aimless wandering of battlefield, but gives the same sense of a large complete mission.
The modes could change with a pacing reminiscent of firefight. That is, for a while it's all slayer inside of a structure - say a tug of war match. Well, one team wins and all of a sudden that structure ( part of it ) becomes their new spawn point, and doors magically open and now the field beyond the building is the battle ground. This way the game play is constantly evolving, but you still get to have the vehicle, close combat, sniping opportunities during the match. Those who like close combat will like that the snipers will have to put up with close combat for a while, while the snipers know that they'll get a chance to do some sniping and so forth.
Rather than being strictly objective based (pass through building, blow up wall with assault bomb, etc.), it would use the physical setting as a theme more than anything else. It makes sense to have a tug of war slayer match in a structure situated between the two areas of control. But just because red team wins that round doesn't mean blue team has to push them back into the building, play another tug of war, etc.
There's just the one tug-of-war, then the vehicle part, etc etc.
The winning team wins by points, not by objectives.
Yeah, firefight meets battlefield, with Halo classic gameplay. Even cinematic stuff like a cool drop from space. Great idea!