Crowd-sourcing a new gametype!?

Hey, everyone! I was looking into the indie games that are coming to the Xbox One in the near future and began looking at one title in particular. It is call #IDARB, short for " It Draws A Red Box". Anyway, besides the game itself being seemingly awesome to play, one aspect of the development of the game spurred me to create this topic. #IDARB was created from nothing more than crowd-sourced ideas, meaning people, twitter users more specifically, formulated the entire idea of the game, and fully fleshed out all of the features. One might expect a game that is completely crowd-sourced to turn out… not great… but this time it seems to be successful. So, my question to the Halo crowd is, what should the next game type be? As general guidelines to attempt keeping the conversation on track, let’s assume that the game type we will “create” is arena in nature and very competitive. Let us stay within the realm of realism, and try to conceive a game type that is entirely original, and playable by a group of players between 4 and 20 in size. Hope to hear all of the (hopefully) wonderful ideas that follow!!!

Here is a link to the game just in case you missed the concept.

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Core Slayer is a Slayer gametype that mixes in elements of Assault and Capture the Flag. Each team spawns with a Power Core in their base. This core can be carried and inserted into specific “Interactive Map Elements” (IME). These IME can be anything that can be powered on such as gates, elevators, shield doors, light bridges, gravity lifts, man cannons, teleporters, auto turrets, laser arrays, electromagnetic land mines and more. Once the Power Core is inserted into an IME it will function for a set period of time, after which it will be consumed, then the IME will power down. The spent Power Core will respawn as a fully charged Power Core back in your base, after a set time, after it has been consumed by the IME. Once inserted into an IME, a Power Core cannot be removed. The act of carrying a core from your base to an IME is like Assault while the act of stealing the enemy team’s respawned core is like Capture the Flag. The gametype is Slayer so it can be played without the use of Power Cores but they can turn the tide of a battle with their map altering properties.

Sounds cool! So what if instead of having one core per base, there were a number of cores placed around the map. So maybe 3 different cores, 1 close to the middle of the map to be fought over by each team and then 1 in each base or close to it. Sounds like it would be really fun on specific maps, the only flaw would be that it doesn’t lend itself to being played on a lot of maps. Nontheless cool.

> Sounds cool! So what if instead of having one core per base, there were a number of cores placed around the map. So maybe 3 different cores, 1 close to the middle of the map to be fought over by each team and then 1 in each base or close to it. Sounds like it would be really fun on specific maps, the only flaw would be that it doesn’t lend itself to being played on a lot of maps. Nontheless cool.

Similar to Multi Flag CTF and Neutral Flag CTF, there could varying placements of the Power Cores depending on the gametype variant. There could even be a single core that sequentially spawns in different locations on the map, similar to extraction sites, which might work better for asymmetric maps.

While it is true that maps would need to be designed with IMEs in mind, once maps are designed with IMEs on them, the method in which the IMEs are activated can be modified depending on the gametype. There could be a currency system similar to building up Halo 4’s ordnance meter that, once filled, can be used to activate an IME. Skulls in Headhunter can activate an IME but the duration of activation is proportionate to the number of carried skulls when activated. The Flag, or Oddball, carrier can only activate IMEs.

The “Conduit” gametype is similar to Neutral Flag Slayer in that it is a Slayer gametype but there is also a neutrally located objective on the map. The objective is not tied to scoring though; the only way to score is to kill enemies. When the objective is capped, the carrier, and any teammates within a small radius of the capture point, would receive a “perk”. One cap gives a faster reload, two caps gives a faster crouch walk speed, three caps gives increased explosive damage resistance, et cetera. The number of kills to win would be higher than traditional Slayer gametypes to give teams who capped objectives a longer period to reap the benefits of the rewards that they earned.