MY NEW "CURSED FFA" GAME TYPE IDEA

My biggest gripe with FFA in halo 5 has always been the inconsistency of the spawn system. After watching video a video of high profile halo 5 players on YouTube, I realized it wasn’t just me - nearly every match myself or this player would be in the lead or in a tight race for first and then lose because of poor spawning. Hundreds of spawn kills later, I thought of a new style of FFA that I think can be a lot of fun while still demanding high performance out of each individual. Here it is;

I call it “CURSED FFA”. It’s your standard 6 person game to 25 kills, but with a twist - each player starts the game with a different “curse” which could be one of the following:
1.“Stafe-Tastrophy” - Boost & Crouch Disabled
2. “Spartans Don’t Ask For Directions” - Radar Disabled
3. “Are We There Yet?” - Sprint disabled
4. “Aim For The Bushes” - Auto stabilizers and ground pound disabled
5. “Brass Knuckles” - Melee, spartan charge and Assassinations disabled
6. “Full Of Grace” - Grenades disabled

*Please note the above 6 skull curses are just ideas. If you’d like to help make them more balanced please comment with some ideas!

Now, each player that gets a kill does so at a cost - they acquire the curse from the skull their victim spawned with. Three methods of cleansing yourself of curses would exist:

  1. Cleansers - item(s) that removes all active curses except the one you spawned with. Would spawn on map exactly like an OS would.
  2. Death - dying cleanses you of all curses and you respawn with a new random one. Suicides, however, do not cleanse the player of curses and respawn them with whatever ones they had before death.
  3. Killing Spree - 5 kills causes an infliction of 5 other curses. Coupled with the one you have already, that’s 6 curses. This causes a restart back to one curse (random).

Those were just a few ideas I came up with for the “curses” but the premise of it all is that each player starts the game with a random curse that imposes a limit on how you can get a kill, how you can move around the map, etc.
Every time a player dies they rspawn with another random curse. Suicides, however, will cause a rspawn with the same curse.

The whole concept is to essentially bring a little more skill and strategy into the FFA game mode. With each curse players will have to adjust their play style if they are to succeed. Through this playlist I also feel like the community will evolve into an even higher skilled one than we already are, as all these “curses” Are things you’ll encounter in straight up firefights.

Basically, the playlist is designed to train any spartan to play smarter and to help develop a sense of when to play aggressive and when not to in regular game play such as slayer or FFA.

Anyway, I would love some feedback and feel free to throw out ideas or critiques!

There’s an interesting idea. Perhaps rather than curses they can be active skulls?

I honestly really like this idea.
If they added zones that affected respawn weighting it would fix a lot of these spawning issues.
Halo 5’s spawn system just doesn’t support ffa which is why they changed it from 8 people to 6

> 2533274855477511;2:
> There’s an interesting idea. Perhaps rather than curses they can be active skulls?

That’s actually exactly what it should be. Each skull puts a “curse” on the spartan with the above mentioned effects. Also I was thinking if any Spartan gets a killing spree the skull should change for them too.

> 2533274961703484;4:
> > 2533274855477511;2:
> > There’s an interesting idea. Perhaps rather than curses they can be active skulls?
>
> That’s actually exactly what it should be. Each skull puts a “curse” on the spartan with the above mentioned effects. Also I was thinking if any Spartan gets a killing spree the skull should change for them too.

Or the more kills someone has, the more active skulls they have.

> 2533274855477511;5:
> > 2533274961703484;4:
> > > 2533274855477511;2:
> > > There’s an interesting idea. Perhaps rather than curses they can be active skulls?
> >
> > That’s actually exactly what it should be. Each skull puts a “curse” on the spartan with the above mentioned effects. Also I was thinking if any Spartan gets a killing spree the skull should change for them too.
>
> Or the more kills someone has, the more active skulls they have.

that is PERFECT! Each kill causes the dead players skull to “inflict” its curse on the killer. The curses keep compounding on the player for each kill he gets, with the only methods of restarting the cycle back to a singular curse being death or a killing spree (at 5 kills that player could have been cursed by all 6 skulls).

> 2533274961703484;6:
> > 2533274855477511;5:
> > > 2533274961703484;4:
> > > > 2533274855477511;2:
> > > > There’s an interesting idea. Perhaps rather than curses they can be active skulls?
> > >
> > > That’s actually exactly what it should be. Each skull puts a “curse” on the spartan with the above mentioned effects. Also I was thinking if any Spartan gets a killing spree the skull should change for them too.
> >
> > Or the more kills someone has, the more active skulls they have.
>
> that is PERFECT! Each kill causes the dead players skull to “inflict” its curse on the killer. The curses keep compounding on the player for each kill he gets, with the only methods of restarting the cycle back to a singular curse being death or a killing spree (at 5 kills that player could have been cursed by all 6 skulls).

The begs the question: if I have 1 active curse (from spawn) and kill someone who has 6 active curses, do I now have 7? It would only have been my 1st kill.

> 2533274855477511;7:
> > 2533274961703484;6:
> > > 2533274855477511;5:
> > > > 2533274961703484;4:
> > > > > 2533274855477511;2:
> > > > > There’s an interesting idea. Perhaps rather than curses they can be active skulls?
> > > >
> > > > That’s actually exactly what it should be. Each skull puts a “curse” on the spartan with the above mentioned effects. Also I was thinking if any Spartan gets a killing spree the skull should change for them too.
> > >
> > > Or the more kills someone has, the more active skulls they have.
> >
> > that is PERFECT! Each kill causes the dead players skull to “inflict” its curse on the killer. The curses keep compounding on the player for each kill he gets, with the only methods of restarting the cycle back to a singular curse being death or a killing spree (at 5 kills that player could have been cursed by all 6 skulls).
>
> The begs the question: if I have 1 curse and kill someone who has 6 active curses, do I now have 7? It would only have been my 2nd kill.

No you’d only be cursed by the skull they spawned with. Any curses inflicted on you post-spawn are not transferable.

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> > > 2533274961703484;6:
> > > > 2533274855477511;5:
> > > > > 2533274961703484;4:
> > > > > > 2533274855477511;2:
> > > > > > There’s an interesting idea. Perhaps rather than curses they can be active skulls?
> > > > >
> > > > > That’s actually exactly what it should be. Each skull puts a “curse” on the spartan with the above mentioned effects. Also I was thinking if any Spartan gets a killing spree the skull should change for them too.
> > > >
> > > > Or the more kills someone has, the more active skulls they have.
> > >
> > > that is PERFECT! Each kill causes the dead players skull to “inflict” its curse on the killer. The curses keep compounding on the player for each kill he gets, with the only methods of restarting the cycle back to a singular curse being death or a killing spree (at 5 kills that player could have been cursed by all 6 skulls).
> >
> > The begs the question: if I have 1 curse and kill someone who has 6 active curses, do I now have 7? It would only have been my 2nd kill.
>
> No you’d only be cursed by the skull they spawned with. Any curses inflicted on you post-spawn are not transferable.

I’d play it.

> 2533274961703484;1:
> I call it “CURSED FFA”. It’s your standard 6 person game to 25 kills, but with a twist - each player starts the game with a different “curse” which could be one of the following:
> 1.“Stafe-Tastrophy” - Boost & Crouch Disabled
> 2. “Spartans Don’t Ask For Directions” - Radar Disabled
> 3. “Are We There Yet?” - Sprint disabled
> 4. “Aim For The Bushes” - Auto stabilizers and ground pound disabled
> 5. “Brass Knuckles” - Melee, spartan charge and Assassinations disabled
> 6. “Full Of Grace” - Grenades disabled
> !

Your curses aren’t really comparable. Some of them seems to place a player at a far greater disadvantage than the others (516324 is the order from worst curse to best in my opinion.) In order for it to work than you would need to make each of the curses about equal in terms of the deficit it creates. Now if this were a customs games thing (I don’t think it would be buildable, but I could very well be wrong) than you could use the more detrimental curses as a handicap for the better players in your group to make it fair, but if they are assigned randomly it could cause problems.

Another way to do it would be to have the ‘curses’ switch periodically. I.E. you start off with 4 after two minutes you get 5 instead…

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> > > > 2533274961703484;6:
> > > > > 2533274855477511;5:
> > > > > > 2533274961703484;4:
> > > > > > > 2533274855477511;2:
> > > > > > > There’s an interesting idea. Perhaps rather than curses they can be active skulls?
> > > > > >
> > > > > > That’s actually exactly what it should be. Each skull puts a “curse” on the spartan with the above mentioned effects. Also I was thinking if any Spartan gets a killing spree the skull should change for them too.
> > > > >
> > > > > Or the more kills someone has, the more active skulls they have.
> > > >
> > > > that is PERFECT! Each kill causes the dead players skull to “inflict” its curse on the killer. The curses keep compounding on the player for each kill he gets, with the only methods of restarting the cycle back to a singular curse being death or a killing spree (at 5 kills that player could have been cursed by all 6 skulls).
> > >
> > > The begs the question: if I have 1 curse and kill someone who has 6 active curses, do I now have 7? It would only have been my 2nd kill.
> >
> > No you’d only be cursed by the skull they spawned with. Any curses inflicted on you post-spawn are not transferable.
>
> I’d play it.

Thanks man I think it has some serious potential. I also think it would be good because if you’re AR-ing an enemy and another random enemy steals the kill with a one-shot, they do so at the cost of getting another curse.
Also, if a player commits suicide, all curses they had will remain when they respawn.

Lastly, the maps would have one or two items that spawned periodically like an OS does. These items, when picked up, eliminate all acquired skull curses. So if you have 3 kills, that’s 2 curses that can be “cleansed”. However, the more kills you have, the harder it will be to get these items since you’d have more active curses limiting your battle capacity. Again, if you want that cleanser, you’re gonna have to use your head to get it, not just be the faster spartan.

> 2533274880633045;10:
> > 2533274961703484;1:
> > I call it “CURSED FFA”. It’s your standard 6 person game to 25 kills, but with a twist - each player starts the game with a different “curse” which could be one of the following:
> > 1.“Stafe-Tastrophy” - Boost & Crouch Disabled
> > 2. “Spartans Don’t Ask For Directions” - Radar Disabled
> > 3. “Are We There Yet?” - Sprint disabled
> > 4. “Aim For The Bushes” - Auto stabilizers and ground pound disabled
> > 5. “Brass Knuckles” - Melee, spartan charge and Assassinations disabled
> > 6. “Full Of Grace” - Grenades disabled
> > !
>
> Your curses aren’t really comparable. Some of them seems to place a player at a far greater disadvantage than the others (516324 is the order from worst curse to best in my opinion.) In order for it to work than you would need to make each of the curses about equal in terms of the deficit it creates. Now if this were a customs games thing (I don’t think it would be buildable, but I could very well be wrong) than you could use the more detrimental curses as a handicap for the better players in your group to make it fair, but if they are assigned randomly it could cause problems.
>
> Another way to do it would be to have the ‘curses’ switch periodically. I.E. you start off with 4 after two minutes you get 5 instead…

Yeah they aren’t balanced I was just throwing out the general idea with that list to showcase what I was imagining and now hoping to hear some community input into refining and balancing it.

I do like the timed curse idea. I was also thinking what if each curse boosted a stat as well as hindered play? I.e. if you have a curse disabling Grenades weapons will have more ready and reserve ammo. Sort of compensate to balance them out

This could work really well in a manner similar to “Medal Madness” from H4. the active ‘skull’ changes every 1 minute or so, giving it a higher variety per match

Often times, gamemode suggestions are imbalanced and poorly concieved, and I clicked this thread expecting such. You’ve proven me very wrong.

I’d play the -Yoink- out of this gamemode.

> 2533274879657715;14:
> Often times, gamemode suggestions are imbalanced and poorly concieved, and I clicked this thread expecting such. You’ve proven me very wrong.
>
> I’d play the -Yoink- out of this gamemode.

Lol thanks man. I was trying to think of a gamemode that could essentially break all comfort zones. I think a game type like this could really raise the level of play in other game types because players would have the opportunity to train themselves in such a tough game mode

Wow. I’m down for this. It actually sounds like a fun game type.

Hell yeah.