Rewarding players on an individual basis, killstreak rewards, as well as a team basis, team score, is an interesting concept.
Halo 2 had many ways to interact with the maps in the form of gates, bridges, stalactites and more.
By marrying these two concepts, rewarding individual players for killing AND interacting with the map to gain an advantage, Halo can embrace its own version of killstreak style rewards.
Killing enemies builds up a personal score that is used as currency. Maps contain items like gates, light bridges, shield doors, mancannons, teleporters, turrets, laser arrays, electromagnetic land mines and more. These items are powered down until a player spends currency to activate them for a finite time period. A strategically located turret can give the player an advantage in Slayer games. An extendable bridge can give the flag carrier an advantage in CTF. Closing a gate can aide defenders in Assault.
Map control is enhanced by this relationship, killing then choosing a reward by going to a specific location on the map, because it allows players to choose how they want to position themselves in regard to their objective (slaying, attacking, defending, etc), their current amount of currency (how many enemies they’ve killed), and their plan for that currency (which Interactive Map Item they will purchase and when).
What do you think? Any ideas for your own Interactive Map Item?
This is actually a great idea! I think It’d be more appropriate as its own game type or in team objective. I think it’d be really fun on a large BTB map where there could be numerous gates/bridges/turrets. Hell, they could have it to where you open up gates to gain access to vehicles.
Meh… I’m skeptical. I don’t know if this would enhance gameplay so much as change it. For instance say my team has a plan. I’ll go rush a control panel to open a bridge while my teammate will go across that bridge to a power weapon. Now with your idea the only way to open that bridge is with a kill. But running across an enemy or not isn’t really something you can control. Even then kill steals would be a plaque to this idea unless all the kills were thrown into one big pool, which could be easily abused.
Wow what is with today. Legit threads on the forum? Sorry I normally just roll around the forums looking for new information but this concept is amazing. It’s almost like GoW horde mode where the more you kill the better you can defend your base. I feel like in regular slayer this isn’t much anything but imagine the possibilities in objective based games. Like giving people currency to be able to extend a bridge after taking the flag or putting up a turret to automatically defend your flag or allowing a defender to put up decoys/fences around the base. I am in love with this concept. I know it won’t be implemented in H4 but I honestly hope 343 looks at this thread as a possibility for the future. If you don’t see how this could evolve gameplay then you need to open your mind.
No just no. Killstreaks are overpowerd any way you look at it. “Oh look I just killed 8 people without dieing, hmm I think I need more help.”. Killstreaks rewards people for being much better then the other team by making them even better? It sounds like it will turn a lopsided game into a 50-3 game.
> No just no. Killstreaks are overpowerd any way you look at it. “Oh look I just killed 8 people without dieing, hmm I think I need more help.”. Killstreaks rewards people for being much better then the other team by making them even better? It sounds like it will turn a lopsided game into a 50-3 game.
I don’t think you get what his concept is…
Him = teamwork/kills results in you getting currency that could manipulate the objects on the map. EX: Extending a bridge, bringing up a turret, activating a portal
You = killstreaks like H4 is already doing or how CoD does it. I don’t think this thread is about killstreaks and rewarding people with weapons when they get killing sprees. I hope I’m not the one misinterpreting the OP’s concept.
> No just no. Killstreaks are overpowerd any way you look at it. “Oh look I just killed 8 people without dieing, hmm I think I need more help.”. Killstreaks rewards people for being much better then the other team by making them even better? It sounds like it will turn a lopsided game into a 50-3 game.
You are not understanding. Don’t just see the word killstreak and become blind.
> > No just no. Killstreaks are overpowerd any way you look at it. “Oh look I just killed 8 people without dieing, hmm I think I need more help.”. Killstreaks rewards people for being much better then the other team by making them even better? It sounds like it will turn a lopsided game into a 50-3 game.
>
> I don’t think you get what his concept is…
> Him = teamwork/kills results in you getting currency that could manipulate the objects on the map. EX: Extending a bridge, bringing up a turret, activating a portal
> You = killstreaks like H4 is already doing or how CoD does it. I don’t think this thread is about killstreaks and rewarding people with weapons when they get killing sprees. I hope I’m not the one misinterpreting the OP’s concept.
What Halo 4 has now (Ordinance system) is different from CoD killstreaks in 2 main ways: the first is that all players can get them even if you have never gotten a killing spree in your life, because they do not reset on death. The second is that ordinance can be stollen and can be stopped.
While they give you an advantage (better but still situational weapon, or a temporary ability boost), they are not by any means free kills. I have seen many people get killed moments after calling in ordinance, and then that ordinance can be used by the enemy team. If it were cod, they would call the chopper, and then they could immediately die but that chopper is still there earning “free” kills until it expires or someone hits it with an RPG.
The OP’s system is in a way heading towards what I’ve heard called a first person RTS, which is a very tactical kind of shooter. Not saying its bad, but it is something that I think has yet to be implemented properly in a mainstream title (There have been many attempts, but pretty much every one I can think of either fell flat, like unreal Tournament 3’s onslaught, or didn’t gain any momentum), and if people already complain about Halo 4 becoming more like a tactical shooter, they would LOVE (and by love i mean hate) this kind of system. If halo could pull it off by creating a working game mode with a strategic system, I would be all for it, but I do feel its important that Halo always support arena-style gameplay.
> > > No just no. Killstreaks are overpowerd any way you look at it. “Oh look I just killed 8 people without dieing, hmm I think I need more help.”. Killstreaks rewards people for being much better then the other team by making them even better? It sounds like it will turn a lopsided game into a 50-3 game.
> >
> > I don’t think you get what his concept is…
> > Him = teamwork/kills results in you getting currency that could manipulate the objects on the map. EX: Extending a bridge, bringing up a turret, activating a portal
> > You = killstreaks like H4 is already doing or how CoD does it. I don’t think this thread is about killstreaks and rewarding people with weapons when they get killing sprees. I hope I’m not the one misinterpreting the OP’s concept.
>
> What Halo 4 has now (Ordinance system) is different from CoD killstreaks in 2 main ways: the first is that all players can get them even if you have never gotten a killing spree in your life, because they do not reset on death. The second is that ordinance can be stollen and can be stopped.
>
> While they give you an advantage (better but still situational weapon, or a temporary ability boost), they are not by any means free kills. I have seen many people get killed moments after calling in ordinance, and then that ordinance can be used by the enemy team. If it were cod, they would call the chopper, and then they could immediately die but that chopper is still there earning “free” kills until it expires or someone hits it with an RPG.
>
> The OP’s system is in a way heading towards what I’ve heard called a first person RTS, which is a very tactical kind of shooter. Not saying its bad, but it is something that I think has yet to be implemented properly in a mainstream title (There have been many attempts, but pretty much every one I can think of either fell flat, like unreal Tournament 3’s onslaught, or didn’t gain any momentum), and if people already complain about Halo 4 becoming more like a tactical shooter, they would LOVE (and by love i mean hate) this kind of system. If halo could pull it off by creating a working game mode with a strategic system, I would be all for it, but I do feel its important that Halo always support arena-style gameplay.
I really appreciate your input. While you say that this system would make Halo more like a tactical shooter, I disagree. I think arena shooters are the most tactical type of shooter and adding this system would make Halo more tactical, as in adding another skill layer, but it would not make Halo a “tactical shooter”.
> This is a very interesting concept.
>
> Of course, I wouldn’t want it in all playlists but it’d be interesting to see how it plays out.
Thanks for your input. Yeah I don’t see this as default Team Slayer but more like a specific set of game types.
Once the maps with Interactive Map Items were built different gametypes could be played on them. The killstreak style gametype I already described is one. Another could have a “Power Core” spawn in your base and, like Assault, you must bring this Power Core to an IMI to activate it.