〘Multiplayer〙Gametype Suggestions

KEY:
★ – Playlist Idea
☆ – Gametype Idea

Conversion ~ " Convert your enemies. Convert your friends’ enemies. Convert your friends."

Description:
This can relate to Team Infection, but is mostly known as Team Switch.
Similar between the Infection and Slayer gametypes, each team competes by forcefully taking members off the enemy team and into theirs while scoring points. Each kill will represent a set # of points (1pt. by default). However, anytime a member of a team is converted, all points from that player are reset to 0, and are then deducted from the team’s score (can be edited). Once a team loses all members, that team becomes eliminated for the rest of the game (can’t join into an eliminated team). Whoever becomes the “Last Team Standing” or has the highest score within the time limit is declared the winner.
This gametype can support multiple teams (not just two).

Custom Variants:
Leader Conversion:
Plays exactly like “Conversion”, except only the Leader of the team may Convert players.
Leaders are granted Leader Traits to make them stronger than normal players. A Leader is assigned to the player with the most points in their team. When a Leader is converted, the next best player will become the new one. Be warned that Leader roles can change during combat if another player gains the lead.

Onslaught ~ " Control more territories, invade your enemy’s stronghold, and destroy their Core!"

Description:
This was inspired by the game mode, “Warfare” from Unreal Tournament 3. This similar idea was also suggested HERE.
Each team has a Shield Core at their base. Shield Cores have TONS of health and are protected by an indestructible Bubble Shield. Players must capture more territories than their enemy, exposing the enemy’s Core. Once a Core is exposed, it becomes vulnerable to damage. First one to destroy their enemy’s Shield Core wins.
At the start of the game, both Cores are already shielded. Depending on the map size, there are 3 territories by default, or 1 (for those very small maps). If your Core’s shields is dispersed (exposed), your objective should be to capture an enemy territory(s) to not only expose the enemy’s Core, but to also re-establish your Core’s shields again, protecting it from damage.

Armorer ~ “Kill an enemy, cycle a new weapon, complete all tiers.”

Description:
This game is also known as “Gun Game” or “Gun Master”.
As a free-for-all gametype, all players start out with the same weapon (Magnum by default). Each kill will render a new weapon in the tier, which becomes stronger than the previous tier. Complete all tiered weapons before your opponents to win.
Weapons can be modified in the Gametype Options, allowing players to set the order in which they wish to play. The word “Armorer” is also another word for Weapon Specialist or Weapon Master.

Custom Variants:
Re-Cycle:
Plays exactly as “Armorer”, however weapons are stronger, at first, but get weaker each tier.

V.I.P. ~ “One Player on each team is Very Important. Take down the enemy VIP for points, but take care of your own.”

Description:
This gametype was introduced in the Halo 3 Beta and Halo 3, but did not make it into Halo: Reach. A thread I created can be found HERE.
Every team has a VIP. When your VIP dies, the next player to die becomes the new one. Kill an enemy VIP to score points.

Custom Variants:
Asset:
The gametype is explained HERE.
Team Axess:
This follows the gametype “O.M.S.” that I created long ago, however changes will be made.
Each team has a VIP, also known as the Medic. Every kill is worth a point, except for VIPs, who are worth 2. Kill the enemy team to score points.
All players are ODSTs, but whoever picks-up a Custom Power-up, they are known as Spartans. If a VIP becomes a Spartan, they are known as Medical Spartans. The map must have Custom Power-ups for players to become Spartans. This gametype can either be free-for-all or team based.

Sabotage ~ “Arm the bomb at the enemy bomb site, defend it until it detonates, proceed to the next bomb site.”

Description:
This game is also known as “Demolition”.
Attackers have two bomb sites to destroy. Once a bomb site is destroyed, that objective disappears. Attackers must then proceed towards the next available bomb site. Defenders are to prevent the destruction of their bomb sites.
This gametype is played on the “Assault” playlist.
Bombs are not located at the Attacker’s base, but are at the bomb sites instead. Once a bomb is picked up, planting immediately starts. Carrier Traits will apply to prevent any running away or fighting change against enemies.

Kill Confirmed ~ “Collect colored skulls, confirm your kills, deny your enemy’s kills.”

Description:
This follows the “Kill Confirmed” gametype variant from several modern shooters.
Basically it’s Headhunter and Team Slayer combined with no deposit zones, however you won’t get points just for killing. Players must kill and retrieve enemy skulls to score points. Players can deny an enemy’s kill by retrieving a friendly’s skull.
This gametype variant is played on the “Headhunter” playlist.
Skulls collected are immediately scored to the team. Friendly skulls retrieved will disappear, preventing the enemy from scoring, in addition of a text saying “denied”. Players will drop one skull per death.

Resurrection Slayer ~ “One life, kill to resurrect dead allies, eliminate the enemy team.”

Description:
Players start with a preset # of lives (can change) and plays normally under Slayer rules. Once lives are depleted, they are remained dead until queued for resurrection. The Last Man Standing on the team will receive waypoints on enemies, until an ally is resurrected. Eliminate the enemy team to win.

> <mark>☆ Kill Confirmed ~ “Collect colored skulls, confirm your kills, deny your enemy’s kills.”</mark>
> <mark></mark>
> <mark>Description:</mark>
> <mark>This follows the “Kill Confirmed” gametype variant from several modern shooters.</mark>
> <mark> Basically it’s Headhunter and Team Slayer combined with no deposit zones, however you won’t get points just for killing. Players must kill and retrieve enemy skulls to score points. Players can deny an enemy’s kill by retrieving a friendly’s skull.</mark>
> <mark>This gametype variant is played on the “Headhunter” playlist.</mark>
> <mark> Skulls collected are immediately scored to the team. Friendly skulls retrieved will disappear, preventing the enemy from scoring, in addition of a text saying “denied”. Players will drop one skull per death.</mark>
> <mark>
</mark>
> <mark>
[/quote]
</mark>
>
> Lol the “Halo4=COD” people are going to make a meal out of this!
>
> Love the idea of a VIP gametype. Really hope we get one! Great ideas OP.

All of them sound awesome!

Other then V.I.P. I don’t see any of these game types being put into playlist in Halo 4. Conversion was a good idea but players won’t always take kindly to changing teams and killing there friends/allys. Anyway these game types for the most part could be made in custom games, so get a group of friends together and play.

These would all be great, imo, with the exception of “Kill Confirmed”. Conversion could cause some serious problems with online loading, too, with players constantly switching teams.

> Other then V.I.P. I don’t see any of these game types being put into playlist in Halo 4. Conversion was a good idea but players won’t always take kindly to changing teams and killing there friends/allys. Anyway these game types for the most part could be made in custom games, so get a group of friends together and play.

Conversion is a definite for Custom Games, unless they put it in the community playlist.
Other than V.I.P., I think that Onslaught would be a great Competitive playlist.

Sabotage seems similar to Ghost Recon FS’s Saboteur.

I like Armorer the best.

> Once a team loses all members, that team becomes eliminated for the rest of the game (can’t join into an eliminated team). Whoever becomes the “Last Team Standing” or has the highest score within the time limit is declared the winner.

This confuses me slightly, if when you die, you get converted to the other team…

And if the last team standing is declared the winner, wouldn’t everyone win? Because they would all be converted to that team?

Edit: Sorry if I’m mistaken, a little confused here.

Doesn’t VIP already exist? :S

> NOTE: Please take note that any of the ideas below will have similarities to other community suggestions. So, please refrain yourself from flaming against me for thinking I’m “claiming” an idea that you might’ve created, because I’m not (we all have the same goal, to get these ideas out to 343i).

That’s all well and good. But when you post this only days after threads with identical ideas, at least give them credit or link to the original.

Good ideas there, I’m not sure how Conversion would work out though. Wouldn’t everyone end up on the same team and win?

Anyway, to keep this thread going, I’ve come up with a new gametype:

Gametype idea: Elimination Slayer OR Resurrection Slayer

Team Slayer with a twist. No instant respawns allowed, respawn time 3 seconds.
Each player starts with a preset number of lives (can be changed) and the match proceeds as normal under Infinity Slayer/standard Slayer rules. Once you’ve used up all of your lives, you are placed into a “respawn queue” and have to spectate your team. However, if any of your teammates scores a kill, you are “resurrected” and can now respawn with 1 life remaining.
Only 1 player is resurrected per kill. Order of resurrection is determined by your place in the queue i.e. first to die, first in queue.

If you are the last man standing on your team, you receive a medal and enemies will have waypoints above their heads. These will disappear if you successfully resurrect a teammate.

Victory is achieved by simply using up all of the enemies’ lives and thus eliminating them. Depending on length of matches, you could have a best of 3 (changeable) round scenario or simply a 1 round game.

AA are enabled by default as PV will help alleviate the problem of the last man standing deciding to camp/hide.

> > NOTE: Please take note that any of the ideas below will have similarities to other community suggestions. So, please refrain yourself from flaming against me for thinking I’m “claiming” an idea that you might’ve created, because I’m not (we all have the same goal, to get these ideas out to 343i).
>
> That’s all well and good. But when you post this only days after threads with identical ideas, at least give them credit or link to the original.

I’ve added links to the references I borrowed to create my idea. There, people can be credited…

> Doesn’t VIP already exist? :S

It did in Halo 3, but it never made its return for Halo: Reach…I don’t know why, but I hope that it makes a return in Halo 4.

> > Once a team loses all members, that team becomes eliminated for the rest of the game (can’t join into an eliminated team). Whoever becomes the “Last Team Standing” or has the highest score within the time limit is declared the winner.
>
> This confuses me slightly, if when you die, you get converted to the other team…
>
> And if the last team standing is declared the winner, wouldn’t everyone win? Because they would all be converted to that team?
>
> Edit: Sorry if I’m mistaken, a little confused here.

It does sound a bit confusing if you don’t know the goal of the whole thing to make it work. You say that everyone would win because they would all be converted to that team…well, wouldn’t all players win if all the zombies were to convert survivors into zombies? Same thing really, except it can go both ways. I really don’t expect this to be in a Matchmaking playlist, because this can really lead to boosting by either ending games quick, or having players kill one another for the rest of the game.
Hmm… Just thinking about this, I could have made another gametype where it’s free-for-all and players strive to earn the most amount of points, however, if killed, their scores drop down to 0…without the conversion part. But then again…yah, it’s just an idea.

> Good ideas there, I’m not sure how Conversion would work out though. Wouldn’t everyone end up on the same team and win?
>
> Anyway, to keep this thread going, I’ve come up with a new gametype:
>
> Gametype idea: Elimination Slayer OR Resurrection Slayer
>
> Team Slayer with a twist. No instant respawns allowed, respawn time 3 seconds.
> Each player starts with a preset number of lives (can be changed) and the match proceeds as normal under Infinity Slayer/standard Slayer rules. Once you’ve used up all of your lives, you are placed into a “respawn queue” and have to spectate your team. However, if any of your teammates scores a kill, you are “resurrected” and can now respawn with 1 life remaining.
> Only 1 player is resurrected per kill. Order of resurrection is determined by your place in the queue i.e. first to die, first in queue.
>
> If you are the last man standing on your team, you receive a medal and enemies will have waypoints above their heads. These will disappear if you successfully resurrect a teammate.
>
> Victory is achieved by simply using up all of the enemies’ lives and thus eliminating them. Depending on length of matches, you could have a best of 3 (changeable) round scenario or simply a 1 round game.
>
> AA are enabled by default as PV will help alleviate the problem of the last man standing deciding to camp/hide.

I really like this idea. I think Resurrection Slayer sounds the best in the way you’ve set it up. I like that, good job.

Thanks. Ironically I came up with the idea years ago whilst playing S&D on CoD4.

Would you mind adding it to the OP?

> Thanks. Ironically I came up with the idea years ago whilst playing S&D on CoD4.
>
> Would you mind adding it to the OP?

I’ll probably have to force 1 gametype out, because I only have like 300 chars left in the 1st post.

I’ll see what I can do.

I’d love to see all of them! The more variety for gametypes, the more welcome!
I love CoD because some of their gametypes are simply amazing, dragging them into Halo, I’d be in Heaven.

> Description:
> This was inspired by the game mode, “Warfare” from Unreal Tournament 3. This similar idea was also suggested HERE.
>
> ⇛ Each team has a Shield Core at their base. Shield Cores have TONS of health and are protected by an indestructible Bubble Shield. Players must capture more territories than their enemy, exposing the enemy’s Core. Once a Core is exposed, it becomes vulnerable to damage. First one to destroy their enemy’s Shield Core wins.
> ⇛ At the start of the game, both Cores are already shielded. Depending on the map size, there are 3 territories by default, or 1 (for those very small maps). If your Core’s shields is dispersed (exposed), your objective should be to capture an enemy territory(s) to not only expose the enemy’s Core, but to also re-establish your Core’s shields again, protecting it from damage.

I remember play playing that exact game mode when it deputed in UT2004! Not my favourite game-type it but certainly adds some more complexity to the traditional Territories game-type.

As long as were copying UT…

> Duel – A one versus one game mode. It uses a queuing system: the winner stays, and the loser goes back to the end of the queue. A typical match lasts fifteen minutes with the winner being the player with most kills.

Kind of a fun twist on the typical 1v1 playlist, and it would eliminate the overly long 1v1 matches of past Halo’s. I would simply prefer a 1v1 playlist to this, but it could work.

Also…

> Warfare – A mix of Onslaught and Assault game modes. While basic game rules are equal to those of Onslaught, Warfare adds countdown nodes (which, after being captured and defended for a certain period of time, create a vehicle or trigger an event helpful to the capturing team) as well as the orb, which can be used to instantly capture and defend nodes.

Kind of like the Invasion drops, you get certain items for capturing different territories to help you’re team.

Heres my own idea for a game-type that would be tailored to Halo:

Sanctuary- This game-type revolves around the idea that players shields do not regenerate and their ammo is limited, and the only way for their shields/ammo to regenerate is to find and capture the “Sanctuary” zones on the map. 1-6 (depending on size of map) Sanctuaries is found on each map found in areas where territories or PW drops usually would be. Each player spawning zone has a Sanctuary, typically there would be a Sanctuary in the middle of the map, and in areas centralized in the map where each team would have equal chance of contesting.

For example, on The Pit a H3 map. There would be 5 Sanctuaries.

Two in each team base flag locations, one in the dead center of the map where camo would usually spawn, one in the Sword room, and one in the “Long Hall-way” area where rockets would spawn.

The Sanctuaries are not constant shield regenerators like H3’s “Regenerators”, but slowly recharge you’re shield/ammo and then have no further effect. It would be interesting to see how teams play around the Sanctuaries to make for various strategies, and play more tactically knowing they cant afford to take much damage outside of the Sanctuaries.

Marathon- This game-type is a different play on Sanctuary in which instead of the territories recharging you’re health/ammo there would be “Armoury stations” found in place of the Sanctuaries in which players can buy power items that are available to their budget. This game-type would have each player start out with 500 Spartan Points in a 4v4 match (Making for 2k total Spartan points to spend as for each team), in which they would have to decide as a player and teams what they want to spend it on and when. So if you want a rocket launcher at a certain point in the game, you’re going to have to pay a hefty price(lets say 300 Spartan Points) compared to lets say a Speed boost(200 Spartan points) and go to the appropriate “Heavy weaponry” station Sanctuary(found in the dead center of the map). If you want a sniper or long range PW weapon, you’re going to have to go the appropriate “Marksmanship station” in which you can choose to buy the sniper, the railgun, or the Lightgun. If you want power CQB weapon, your going to have to go to the appropriate station titled “CQB Specialist” in the shotgun/sword room and make you’re choice of Sword,shotgun, Scatter-shot Sticky detonator and purchase.

This game-type could make use of the ordnance system instead of a “budget system” in having the weapons selected by using the D-pad instead of just dropping out of the sky. On second thought this would be the best way to do this instead of the weapon just appearing in you’re possession.

I know the first one could work with current Halo mechanics, not so sure the “Marathon” game-type could work seeing as how Halo has no budget system.

> > Thanks. Ironically I came up with the idea years ago whilst playing S&D on CoD4.
> >
> > Would you mind adding it to the OP?
>
> I’ll probably have to force 1 gametype out, because I only have like 300 chars left in the 1st post.
>
> I’ll see what I can do.

I went ahead and added your suggestion to the 1st post. I named it “Resurrection Slayer”, and I hope the information is enough to satisfy your idea, because I’ve used up all the character space.

Onslaught and Conversion.

The rest I could leave alone.

> Onslaught and Conversion.
>
> The rest I could leave alone.

That and Armorer for me, besides that, the rest can probably be made in a different alteration of the game above.