NEW ARENA GAMETYPES!

Conduit

Each team has a Charging Station in their base. Standing in this charging station for a few seconds turns the player into a “Conduit”. This player can now go activate one of the Interactive Map Elements (IME) located throughout the map. Once the Conduit activates an IME, he looses his “charged” status and returns to being a normal player.

Interactive Map Elements include:

-gates
-elevators
-shield doors
-light bridges
-gravity lifts
-man cannons
-teleporters
-auto turrets
-laser arrays
-electromagnetic land mines

Once a charging station has successfully turned a player into a Conduit, there is a cooldown period before that station can be used to charge another player. If another player, friend or foe, successfully charges himself at that same station, the previous Conduit loses his charged status thus losing the ability to active an IME.

The gametype is scored strictly based on enemy kills so it can be played without the use of any Interactive Map Elements but these automated allies can turn the tide of a battle with their map altering properties. Effectively controlling IMEs is like “Map Control 2.0”.

Battery

In the Battery gametype, killing enemies gives the player currency. The player’s currency is represented by an empty battery symbol on the HUD that gradually fills through kills. This currency can be used to purchase different weapons located throughout the map. Different weapons have different costs. There is a per team limit of how many of each weapon can be in play at once.

The on-map weapons appear as red or blue holograms, not physically there until purchased by a player with sufficient currency.

A blue holographic weapon means there is not too many of that weapon currently in play and players can buy it if they have the required currency.

A red holographic weapon means there is too many of that weapon currently in play and players cannot buy it even if they have the required currency.

Cascade

The Cascade gametype is similar to Reach’s “Neutral Flag Slayer” gametype 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 captured, the carrier and any teammates within a small radius of the capture point receive a “perk”. One capture gives a faster reload, two captures gives a faster crouch walk speed, three captures gives increased explosive damage resistance, et cetera. First team to 100 kills wins.

Perks, auto turrets, and purchasing weapons don’t sound particularly ‘Arena’.

As great of an idea as you think this is, the implementation of only being 4v4 would make this ridiculously slow paced. Especially when you have to get 100 kills, AND wait for the player charge station as well, just to start a few IMEs. If you were to fine tune this a bit, and make it more of a big team battle, with more than 1 charge station (if you keep the cooldown portion, instead of having a ‘charge each player once, and they have to wait for their own personal cooldown’, or they ‘charge a certain number of times, then cooldown’), you would have to have more charge stations.

It’s a decent idea, just not for Arena, and you’d need A LOT of work to be done on this, chances are it wouldn’t be in forge either. Sorry bro.

> 2533274827167643;2:
> Perks, auto turrets, and purchasing weapons don’t sound particularly ‘Arena’.

The Overshield Power Up is well suited to Arena gameplay. We can agree on that, right?

Now imagine a “Toughness” perk that can be chosen in loadouts that gives increased damage resistance. That is not well suited to Arena gameplay, right?

The Overshield and this theoretical “Toughness” perk do the same thing, give increased damage resistance. It is the manner in which that these concepts are implemented that determine if they are well suited to Arena gameplay.

What is the difference between the Overshield power up and the Toughness perk? One is fought for on the map while the other is gifted to the player before the match begins. It is the implementation that determines Arena viability, not the concept itself.

All the things you listed as “not Arena” are all fought for on the map. Nothing is gifted.

I hope that explains where I’m coming from.

> 2535437434153826;4:
> > 2533274827167643;2:
> > Perks, auto turrets, and purchasing weapons don’t sound particularly ‘Arena’.
>
>
> The Overshield Power Up is well suited to Arena gameplay. We can agree on that, right?
>
> Now imagine a “Toughness” perk that can be chosen in loadouts that gives increased damage resistance. That is not well suited to Arena gameplay, right?
> There are no loadouts.
>
> The Overshield and this theoretical “Toughness” perk do the same thing, give increased damage resistance. It is the manner in which that these concepts are implemented that determine if they are well suited to Arena gameplay.
> Arena is not going to include toughness perks. It’s not what Arena is for. Arena is more of a competitive close quarters (mostly) type of battlefield. A ‘toughness’ perk might work in a BTB environment, but honestly, I don’t want it anywhere in Halo. The Overshield was fun in previous Halo games, but adding ANOTHER perk would just ruin the location in which the overshield is placed, needing a relocation, or removal/replacement of the overshield with that perk. I would rather a bit extra shield be there, and that’s it.
>
> What is the difference between the Overshield power up and the Toughness perk? One is fought for on the map while the other is gifted to the player before the match begins. It is the implementation that determines Arena viability, not the concept itself.
> **Nope, I disagree. Again, it’s not going to be added.**All the things you listed as “not Arena” are all fought for on the map. Nothing is gifted.
>
> I hope that explains where I’m coming from.

You completely missed the point Jesus. The Overshield Power Up has been proven to work in Arena gameplay. The Toughness Perk has been proven to NOT work in Arena gameplay. These two things, Overshield and Toughness, do the exact same thing: give increased damage resistance. The reason one works while the other doesn’t is the way it is implemented, being placed on the map vs being placed in loadouts, not the concept itself, giving increased damage resistance.

Does this make sense to you?

> 2535437434153826;4:
> > 2533274827167643;2:
> > Perks, auto turrets, and purchasing weapons don’t sound particularly ‘Arena’.
>
>
> The Overshield Power Up is well suited to Arena gameplay. We can agree on that, right?
>
> Now imagine a “Toughness” perk that can be chosen in loadouts that gives increased damage resistance. That is not well suited to Arena gameplay, right?
>
> The Overshield and this theoretical “Toughness” perk do the same thing, give increased damage resistance. It is the manner in which that these concepts are implemented that determine if they are well suited to Arena gameplay.
>
> What is the difference between the Overshield power up and the Toughness perk? One is fought for on the map while the other is gifted to the player before the match begins. It is the implementation that determines Arena viability, not the concept itself.
>
> All the things you listed as “not Arena” are all fought for on the map. Nothing is gifted.
>
> I hope that explains where I’m coming from.

The difference is, you mention this perk is available as a loadout. That isn’t what Arena is about, there are no loadouts.

Autoturrets just add randomness to the game; you’re busy shooting someone, when suddenly your shields are going down, because some turret is firing on you, and the enemy you should have killed then kills you, because the turret weakened you.

These aren’t terrible ideas for game modes, they’re just not suited to the Arena portion.

Also, this is a contradiction.

> What is the difference between the Overshield power up and the Toughness perk? One is fought for on the map while the other is gifted to the player before the match begins. It is the implementation that determines Arena viability, not the concept itself.
> All the things you listed as “not Arena” are all fought for on the map. Nothing is gifted.

> 2535437434153826;6:
> You completely missed the point Jesus. The Overshield Power Up has been proven to work in Arena gameplay. The Toughness Perk has been proven to NOT work in Arena gameplay. These two things, Overshield and Toughness, do the exact same thing: give increased damage resistance. The reason one works while the other doesn’t is the way it is implemented, being placed on the map vs being placed in loadouts, not the concept itself, giving increased damage resistance.
>
> Does this make sense to you?

  1. The overshield is a simple addition of shield. Not toughness.
    2, Doesn’t lower the damage done to you.
  2. It only lasts one time.
  3. It doesn’t last your entire game.

Your inability to see the difference is making this thread far worse than it could have been.

> 2533274938678576;8:
> > 2535437434153826;6:
> > You completely missed the point Jesus. The Overshield Power Up has been proven to work in Arena gameplay. The Toughness Perk has been proven to NOT work in Arena gameplay. These two things, Overshield and Toughness, do the exact same thing: give increased damage resistance. The reason one works while the other doesn’t is the way it is implemented, being placed on the map vs being placed in loadouts, not the concept itself, giving increased damage resistance.
> >
> > Does this make sense to you?
>
>
> 1. The overshield is a simple addition of shield. Not toughness.
> 2, Doesn’t lower the damage done to you.
> 3. It only lasts one time.
> 4. It doesn’t last your entire game.
>
> Your inability to see the difference is making this thread far worse than it could have been.

Does the Overshield power up work as an on map pick up in Arena gameplay?

Would an Overshield perk work in Arena gameplay if players could choose to spawn with it?

I’m not sure there is any simpler way to illuminate the differences between Concept and Implementation.

> 2535437434153826;9:
> > 2533274938678576;8:
> > > 2535437434153826;6:
> > > You completely missed the point Jesus. The Overshield Power Up has been proven to work in Arena gameplay. The Toughness Perk has been proven to NOT work in Arena gameplay. These two things, Overshield and Toughness, do the exact same thing: give increased damage resistance. The reason one works while the other doesn’t is the way it is implemented, being placed on the map vs being placed in loadouts, not the concept itself, giving increased damage resistance.
> > >
> > > Does this make sense to you?
> >
> >
> > 1. The overshield is a simple addition of shield. Not toughness.
> > 2, Doesn’t lower the damage done to you.
> > 3. It only lasts one time.
> > 4. It doesn’t last your entire game.
> >
> > Your inability to see the difference is making this thread far worse than it could have been.
>
>
> Does the Overshield power up work as an on map pick up in Arena gameplay?
>
> Would an Overshield perk work in Arena gameplay if players could choose to spawn with it?
>
> I’m not sure there is any simpler way to illuminate the differences between Concept and Implementation.

And the implementation is the problem.

> 2533274827167643;7:
> > What is the difference between the Overshield power up and the Toughness perk? One is fought for on the map while the other is gifted to the player before the match begins. It is the implementation that determines Arena viability, not the concept itself.
> > All the things you listed as “not Arena” are all fought for on the map. Nothing is gifted.

The loadouts I referenced were theoretical. I know Arena gameplay doesn’t have loadouts. I was using loadouts as an example to show the difference between a player fighting to obtain a power up located on the map and the player being freely gifted a perk from his loadout. Do you follow now?

> 2535437434153826;11:
> > 2533274827167643;7:
> > > What is the difference between the Overshield power up and the Toughness perk? One is fought for on the map while the other is gifted to the player before the match begins. It is the implementation that determines Arena viability, not the concept itself.
> > > All the things you listed as “not Arena” are all fought for on the map. Nothing is gifted.
>
>
> The loadouts I referenced were theoretical. I know Arena gameplay doesn’t have loadouts. I was using loadouts as an example to show the difference between a player fighting to obtain a power up located on the map and the player being freely gifted a perk from his loadout. Do you follow now?

Your game mode suggests loadouts, and the ability to buy weapons in an Arena setting. That’s why your gametypes wouldn’t fit into the Arena portion of the game. I’m not sure what you don’t understand about that…

> 2533274827167643;12:
> > 2535437434153826;11:
> > > 2533274827167643;7:
> > > > What is the difference between the Overshield power up and the Toughness perk? One is fought for on the map while the other is gifted to the player before the match begins. It is the implementation that determines Arena viability, not the concept itself.
> > > > All the things you listed as “not Arena” are all fought for on the map. Nothing is gifted.
> >
> >
> > The loadouts I referenced were theoretical. I know Arena gameplay doesn’t have loadouts. I was using loadouts as an example to show the difference between a player fighting to obtain a power up located on the map and the player being freely gifted a perk from his loadout. Do you follow now?
>
>
> Your game mode suggests loadouts, and the ability to buy weapons in an Arena setting. That’s why your gametypes wouldn’t fit into the Arena portion of the game. I’m not sure what you don’t understand about that…

Could you please quote the section of the original post that suggests the inclusion of loadouts so that I can clarify it?

I really don’t think you’re able to articulate what you THINK you’re saying.

Overshield doesn’t compare to your perk. It doesn’t.
Loadouts are not, and will not be in Arena.
Your comparison doesn’t work.
You are wrong. Get over it.

> 2533274938678576;14:
> I really don’t think you’re able to articulate what you THINK you’re saying.
> Overshield doesn’t compare to your perk. It doesn’t.
> Loadouts are not, and will not be in Arena.
> Your comparison doesn’t work.
> You are wrong. Get over it.

You should answer the two questions I posed to you in my last response.

Here they are:

Does the Overshield power up work as an on map pick up in Arena gameplay?

Would an Overshield perk work in Arena gameplay if players could choose to spawn with it?

> 2535437434153826;13:
> > 2533274827167643;12:
> > > 2535437434153826;11:
> > > > 2533274827167643;7:
> > > > > What is the difference between the Overshield power up and the Toughness perk? One is fought for on the map while the other is gifted to the player before the match begins. It is the implementation that determines Arena viability, not the concept itself.
> > > > > All the things you listed as “not Arena” are all fought for on the map. Nothing is gifted.
> > >
> > >
> > > The loadouts I referenced were theoretical. I know Arena gameplay doesn’t have loadouts. I was using loadouts as an example to show the difference between a player fighting to obtain a power up located on the map and the player being freely gifted a perk from his loadout. Do you follow now?
> >
> >
> > Your game mode suggests loadouts, and the ability to buy weapons in an Arena setting. That’s why your gametypes wouldn’t fit into the Arena portion of the game. I’m not sure what you don’t understand about that…
>
>
> Could you please quote the section of the original post that suggests the inclusion of loadouts so that I can clarify it?

Right here.

“The player’s currency is represented by an empty battery symbol on the HUD that gradually fills through kills. This currency can be used to purchase different weapons located throughout the map. Different weapons have different costs. There is a per team limit of how many of each weapon can be in play at once.”

Also, the answer to your following question is no. Choosing to spawn with any powerups wouldn’t work.

> You should answer the two questions I posed to you in my last response.
> Here they are:
> Does the Overshield power up work as an on map pick up in Arena gameplay?
> Would an Overshield perk work in Arena gameplay if players could choose to spawn with it?

> 2535437434153826;15:
> > 2533274938678576;14:
> > I really don’t think you’re able to articulate what you THINK you’re saying.
> > Overshield doesn’t compare to your perk. It doesn’t.
> > Loadouts are not, and will not be in Arena.
> > Your comparison doesn’t work.
> > You are wrong. Get over it.
>
>
> You should answer the two questions I posed to you in my last response.
>
> Here they are:
>
> Does the Overshield power up work as an on map pick up in Arena gameplay?
> **You obviously didn’t read before on this one. I answered this already.**Would an Overshield perk work in Arena gameplay if players could choose to spawn with it?
> The fact that you are asking this, just shows you didn’t read previously.

> 2533274827167643;16:
> > 2535437434153826;13:
> > > 2533274827167643;12:
> > > > 2535437434153826;11:
> > > > > 2533274827167643;7:
> > > > > > What is the difference between the Overshield power up and the Toughness perk? One is fought for on the map while the other is gifted to the player before the match begins. It is the implementation that determines Arena viability, not the concept itself.
> > > > > > All the things you listed as “not Arena” are all fought for on the map. Nothing is gifted.
> > > >
> > > >
> > > > The loadouts I referenced were theoretical. I know Arena gameplay doesn’t have loadouts. I was using loadouts as an example to show the difference between a player fighting to obtain a power up located on the map and the player being freely gifted a perk from his loadout. Do you follow now?
> > >
> > >
> > > Your game mode suggests loadouts, and the ability to buy weapons in an Arena setting. That’s why your gametypes wouldn’t fit into the Arena portion of the game. I’m not sure what you don’t understand about that…
> >
> >
> > Could you please quote the section of the original post that suggests the inclusion of loadouts so that I can clarify it?
>
>
> Right here.
>
> "The player’s currency is represented by an empty battery symbol on the HUD that gradually fills through kills. This currency can be used to purchase different weapons located throughout the map. Different weapons have different costs. There is a per team limit of how many of each weapon can be in play at once."
>
> Also, the answer to your following question is no. Choosing to spawn with any powerups wouldn’t work.
>
>
> > You should answer the two questions I posed to you in my last response.
> > Here they are:
> > Does the Overshield power up work as an on map pick up in Arena gameplay?
> > Would an Overshield perk work in Arena gameplay if players could choose to spawn with it?

How does the bolded quote imply the inclusion of loadouts? It specifically says the weapons are located on the map.

Why does a power up work when it is placed as an on map pick up but not when it can be spawned with through loadouts?

As great of an idea that you had at the beginning of this thread, your attitude and inability to see other people’s point of view, or even READ their entire responses has made this thread utterly useless. I won’t be commenting further, I’ve tried to offer ideas, and commentary, but your attitude has turned me off.
Hope you change that, and the issues that are obviously not going to work in the game type. Have fun.

> 2533274938678576;17:
> > 2535437434153826;15:
> > You should answer the two questions I posed to you in my last response.
> >
> > Here they are:
> >
> > Does the Overshield power up work as an on map pick up in Arena gameplay?
> > **You obviously didn’t read before on this one. I answered this already.**Would an Overshield perk work in Arena gameplay if players could choose to spawn with it?
> > The fact that you are asking this, just shows you didn’t read previously.

I apologize if I missed your response to those questions. If you would be so kind as to answer them again for me we could continue this discussion.

Does the Overshield power up work as an on map pick up in Arena gameplay?

Would an Overshield perk work in Arena gameplay if players could choose to spawn with it?