- A MONKEYTRAINER
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- Exalted Member
The only reason that you're conscious right now is because I don't want to carry you
I was thinking something similar to this whole idea a "war" gametype, instead of arena(which is normal multiplayer); which this post has explained extremely well.
(1) I definitly think that the teams should be covenant vs human, and I think that having AI jackals, or grunts or marines in the game type, very similar to a "hero wars" from Warcraft 3, where there are "creep units", that without any "heros" would keep a neutral battle field, but when the heros are introduced, the fronts of opposing sides fluctuate, depending on the fighting.
The map should definitly include all kinds of fighting; a Valhalla/Standoff side of the map(for snipers and DMR), a Highground-ish side with buildings(for shotgun/stickies), they would have roads(think of the coagulation "S" roads) separating "zones" in each one, that vehicles could pick off people that run from building to building, or neighbourhood to neighbourhood. But in the "city" part of the map, the vehicules would be in very close quarters, so vulnerable to power drains, or tripmines(if in Reach), grenades, and very limited visions of fire. And in the open "sniper" area, the spartan lasers, or rocket launchers(if lock-on enabled) would rule. For balancing the "sniper" area, trenches, similar to WWI would be in place, or even built by players or AI would give cover to players getting into place.
Now the AI would spawn at same times on each side, with equal powers, 1 squad marines/army with 1 squad of grunts and jackals with a elite leader. Then every X numer of spawns, a vehicule would be spawned for each side.
Alright, so now going back to the heros and AI units. Kills for "hero" units would be worth many times as much as much as a grunt kill or a marine kill for example. And like campain scoring, 1.5x points for headshot killing shot, 1.5x EMP kill(from ODST), etc.
(2) Now on a seperate tangent I guess; if anyone has played Starwars battlefront, their multiplayer, and campaign now that I think about it, is based on "command points" being captured, and then being able to spawn from them. I am not sure how being able to spawn right in the middle of fighting would effect the idea of "war", where you have to walk to get into position, and having to hide in trenches and fortified positions. So some balancing would be required(obviously?).
(3) Going back to the first post, an HEV team of ODST's should be spawned for the "losing" team, to give them a helping hand in their fight. As different areas are 'won' by each team a big map(accesable by pressing back/select) would be changed as to the tide of the 'war'. This would help players decide where they should go to help their team mates out, by going in from behind, the side;getting hits upon then enemy in a crossfire, or just lending them a gun going strait up the middle. And then as more and more zones are captured, the ODST's would eventually be spawned as the enemy has almost made it to your base/settlement.
(4) This i just thought of in writing this post. Think of a medic "class" that you buy or get as you get points, he/she can help his/her team-mates regenerate health(if health is implemented in Reach) or have a slight Engineer(from ODST) capaility where their teammates have better shields. I wouldnt go as far as to give them Overshields, thats a little much, but maybe another healh 'bar' or 1.5x shields, something allong those lines.
Questions comments are greatly appreciated.