Two teams of generous size square off on a big and spacious map. The areas of combat would be sparsely decorated, mostly inhabited by large rocks and trees. Nothing intentionally put there. Not yet.
So time passes, soldiers die. When they do, instead of merely respawning, the player becomes a forge monitor. With each death they can place a single object of any description. A weapon or vehicle, more rock, even a whole building. After placing their deathright, the player returns to the battle.
Over time the battlefield grows from a barren wasteland into a rich, wild death zone where anything is fair game.
The game ends when it can take no more, when entropy has brought the map to its knees. The team with the smaller contribution of materials wins.
New ideas have been brought to light, so to make the search for knowledge easier I’ve grouped the progress here.
-An object held by a monitor won’t exist until placed and the area is clear.
-Each player can have a maximum of one (1) item on-map until the player accomplishes a few kills or otherwise.
-Past this point, a player’s item cap will extend. Possibly forever, but each jump will take another great feat of performance. Each level will take exponentially higher skill to achieve than the last. This is to weed out -Yoink!--builders.
-With each passing level of input capacity, the player’s monitor will progress through the ranks of Forerunner ancilla (AI). Only the best players will have access to the highest levels of input to the map.
-A monitor-mode timer will be in effect to keep players from afking.
-This game is meant for Big Team Action Sack, or something along those lines.
Wow… Definately something I’d leave, every time. I play the game to go for objectives and to kill people. To take part in epic battles. Not to die and play forge and then spawn again, only to play forge again.
It would be fine as a custom game… but in matchmaking, no.
Mr -Yoink!-, can you elaborate a little more? I don’t see what’s wrong with transitions. Maybe I didn’t explain it right, but this would be an epic battle, one that you can help build to boot. Adding some interactivity to dying is not such a bad thing. And it’s not like everyone goes bananas every time they die. You place objects one at a time, per life.
There’s actually an element of strategy in that, seeing as how the winning team must be the one to persevere with less input. A bad player will die more often, netting their team more cover and armaments, but will hasten their own defeat.
You want epic? How about watching a giant map slowly grow around you. It would be different every time.
> Mr -Yoink!-, can you elaborate a little more? I don’t see what’s wrong with transitions. Maybe I didn’t explain it right, but this would be an epic battle, one that you can help build to boot. Adding some interactivity to dying is not such a bad thing. And it’s not like everyone goes bananas every time they die. You place objects one at a time. Maybe you only get that privilege if you killed someone in that life, but that’s for the designers to decide.
>
> You want epic? How about watching a giant map slowly grow around you.
Well if you haven’t noticed… some players aren’t very mature… You’d be seeing people building penises and other inappropriate material all over the map instead of doing what you want to happen. Plus people would be killing eachother with objects, and the idea really just doesn’t seem fun in my opinion.
I suppose it could be fun, granted the above things don’t happen, but we both know they will.
> You’d be seeing people building penises and other inappropriate material all over the map instead of doing what you want to happen.
That would be hard to do, one piece and one life at a time. It would take a serious and determined knucklehead to pull that off. Not to mention that’s the fastest way to loose the game. Good point, sir. One for the drawing board. Perhaps no generic, penisable pieces? i.e. just vehicles, weapons and structures.
And as for object killing, maybe the player goes to a ghost version of the map in which only the terrain and materials exist. Upon spawning, the player is returned to ‘reality’.
> > You’d be seeing people building penises and other inappropriate material all over the map instead of doing what you want to happen.
>
> That would be hard to do, one piece and one life at a time. It would take a serious and determined knucklehead to pull that off. Not to mention that’s the fastest way to loose the game. Good point, sir. One for the drawing board.
>
> And as for object killing, maybe the player goes to a ghost version of the map in which only the terrain and materials exist. Upon spawning, the player is returned to ‘reality’.
It might take one knucklehead a couple deaths to pull it off, but if a couple friends are playing, they’ll be littering the map in no time. It’s sad… some people find it fun to do that.
Even if there was a ghost map for a dead player, when the object appears in the “reality” map it could still crush a player/push him under or out of the map. Could be a way to kill campers though…
You also have the problem of people building say, boxes around teammates or around spawn points, and eventually you’d just have a stalemate with a bunch of players suiciding in said boxes. Also, not everyone is great at forging. I think you’re imagining the map evolving into a beautiful new play area, while in reality it will most likely look like a bunch of toddlers went through the cookie jar and left a bunch of crumbs everywhere.
> It goes a little something like this:
>
> Two teams of generous size square off on a big and spacious map. The areas of combat would be sparsely decorated, mostly inhabited by large rocks and trees. Nothing intentionally put there. Not yet.
>
> So time passes, soldiers die. When they do, instead of merely respawning, the player becomes a forge monitor. With each death they can place a single object of any description. A weapon or vehicle, more rocks, even a whole building. After placing their deathright, the player returns to the battle.
>
> Over time the battlefield grows from a barren wasteland into a rich, wild death zone where anything is fair game.
>
> The game ends when it can take no more, when entropy has brought the map to its knees. The team with the smaller contribution of materials wins.
>
> Ideas? Harsh criticism? Don’t be shy.
Sounds fun & all, but answer me this, how will it prevent spawn killing?
(Spawn a sniper & just spawn rape the other team & people who don’t care about there win/lose record only there k/d record.
> Sounds fun & all, but answer me this, how will it prevent spawn killing?
> (Spawn a sniper & just spawn rape the other team & people who don’t care about there win/lose record only there k/d record.
Well, the more times you die, the more times you would get the opportunity to place something to your advantage. Maybe in this case, a sniper-resistant vehicle. Use it well though - the map is filling up.
> i dont think this would be possible to balance well. maybe something for action sack :S
Yeah, I agree. This is not meant to be a serious match of skill, only a fun way to kick back. I’d put this in Big Team Action Sack, or something of the like.
Sounds like the start of a good idea, but it would get tedious like the spawning in Section 8 Prejudice. Especially if your having a bad game and you want to get back to combat ASAP.
> Sounds like the start of a good idea, but it would get tedious… Especially if your having a bad game and you want to get back to combat ASAP.
Acutally, in those situations I find it helps to take a step back, a decide what action would best improve that situation. In this case, you can even prescribe yourself a tool to help you get it done. Do you need a bigger gun? An aircraft, perhaps? Or is there one part of the map that needs more cover? Do you block a route from your enemies? This is combat evolved.
This is a really cool and fun idea, besides the problems listed above (cough genitalia cough) but besides crude representations of the human anatomy this would be awesome. Now you can shoot and build in the same game! I really think that with allot of editing and discretion this could possibly work in halo 4. Listen up 343, this is a cool idea.
Well, it’s up to each player to decide how to change the battlefield. Going all guns and bravado may leave you open to attack if the enemy decides to bunker up. It would be wise to coordinate a general strategy with your team before making any concrete decisions about how you see the map developing.
The game doesn’t end when the map fills up. instead there is a maximum kill count just like traditional slayer. However, when you die you get to spawn one item on to the map. The size/ usefulness of the item depends on how good you did when you were alive. For instance, if you don’t get any kills/commit suicide/ etc. You can not spawn any items. One kill you can spawn something like an ammo dump. or something. Get killstreaks of 5-10-15 etc and you can spawn bigger items.
It has potential to be a lot of fun. Say your teamates are pinned down out in the open, you can spawn a rock in front of them to protect them. Your teamate is out of ammo and calls out, you spawn a ammo dump ion front of him.
There needs to be rules of course. You can only spend a maximum of 30 seconds in monitor mode. etc.
this idea could be really addicting. The game starts out with a barren valley, and by the end each team has built up a base, forge objects litter the map, buildings that were not there at start become key focal points.
Also, there should be an option, that instead of forging items in, you can take items out. So say it takes a 5 killstreak to spawn a warthog, you can use that 5 killstreak to delete an enemy warthog that isnt currently in use.
It has potential. if it was added it should have its own place in matchmaking. Honestly, it kinda reminds me of garys mod. lol