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.