An idea for a FFA gametype

I made in custom games for Reach a game mode I like to call, “Struggle”. what it is: it is a free-for-all slayer gametype. There are no edits to loadouts or damage. But here is the big twist, when a player becomes leader, there stats change. Shields do not recharge, weapon damage is reduced to 90%. Damage resistance is reduced to 90% also. This adds a unique element to gameplay. How?, you might ask. Well, the point of it is, instead of wanting to be in the lead the whole game, it is best to stay in 2nd until shortly before the end of the game when you go “full throttle” and take 1st place before they can kill you.

It takes an extremely skilled player to stay in 1st for the whole game.

would this game be good for Halo 4?

Feel free to critisize me.

if you like my idea, dont forget to thank the thread, maybe we could get 343 to put it in Halo 4

EDIT: i forgot to mention, if two players are tied for the lead, they will both become ‘leaders’ and have the mentioned disadvantages.

Interesting, not the best idea for a gametype I’ve heard, but I kind of like it. I would go for first anyway, true skill can overcome any weight.

While I’m here I would also like to suggest an FFA Action Sack playlist, anyone agree?

I like the idea of the new gametype. It adds a level of strategy that is not normally seen in FFA.

I also think a FFA Action Sack playlist would be cool as well. Mixes things up a little…

> Interesting, not the best idea for a gametype I’ve heard, but I kind of like it. I would go for first anyway, true skill can overcome any weight.
>
> While I’m here I would also like to suggest an FFA Action Sack playlist, anyone agree?

that would be fun too

There’s another option also - instead of giving everyone else a crutch the leader should actually become more powerful because they’ve earned it. I’m fully against giving players a hand up when they should become more skillful - keep it for customs, keep it out of MM.

> There’s another option also - instead of giving everyone else a crutch the leader should actually become more powerful because they’ve earned it. I’m fully against giving players a hand up when they should become more skillful - keep it for customs, keep it out of MM.

but then the game becomes unfair, whoever gets the first kill has a higher chance of winning the game. And that takes much less skill than my game mode

FFA S.W.A.T.

> FFA S.W.A.T.

ive tried it, its not that fun. But elite swat is fun, its everyone as elites, with Needle Rifle, plasma pistol, and evade. replacing DMR, magnum, and sprint.
i would of suggested that into Halo 4, but elites arnt in competitive for Halo 4, and SWAT is competitive

Wouldn’t giving the leading player an advantage be similar to juggernaut?

> Wouldn’t giving the leading player an advantage be similar to juggernaut?

Have you ever played juggernaut? You kill the juggernaut, gaining his power, then go on an all-out rampage…

Ive been wantin to see a FFA Action Sack and FFA Swat for a while…guess it will never happen though

> > Wouldn’t giving the leading player an advantage be similar to juggernaut?
>
> Have you ever played juggernaut? You kill the juggernaut, gaining his power, then go on an all-out rampage…

Umm… the leader is at a disadvantage in this game.

> Wouldn’t giving the leading player an advantage be similar to juggernaut?

yes it would, but this mode isnt giving the leader an advantage, its giving them a disadvantage. So its kind of like a reverse Juggernaut, except for the changes to happen, you have to be leader.