Who is interested in new MP gametypes, I was thinking of one, It could be called “Reprisal”, Players would play as FFA would go, but here’s the catch: players would not respawn until the player who killed them is Killed. The goal is to be the last man standing. To prevent infinite rounds, there is a 10 minute time limit, followed by all players who are out becoming, no longer respawnable, spectators, (Or can just exit the match) and every ten minutes, this process will repeat until there is only one player left, who becomes the winner. What are your ideas?
I would want a flood mode just kill wave after wave of flood it would make COD zombies look like a -Yoink-.
Reprisal sounds dank. I’d like to see some big 32+ player games (but that’s not gonna happen).
Yes! Put firefight in Halo 5 and let me endlessly slaughter flood. I’ve wanted this forever
no on halo 4 you couldn’t even play a lot of them
couple ideas
-
Mass land grab (Essentially land grab except the whole map not 6 territories but the whole map) (2 teams) If you own 80% of the map you get 80% of the points handed out. I think back to the old tony hawk days when you had to do a trick to grab a ramp. Sometimes 2 minutes would be up and there would be ramps that were never even touched. The idea would be that you would have to find the proper balance of, is this even worth fighting or should I just grab more territory? you could add longer spawn times to make it worth the time to stop to kill someone
-
Kings (chess inspired idea).(2 teams) Designate one team member as the king for each team. If possible let us choose who is the king. It is just a slayer that doesn’t count kills until one of the kings is killed. If your king is killed you lose that round. You could take this idea as far or nowhere if you want. You could stop there. You could add more pieces. IE: You could have one queen who spawns with a rocket launcher. Now do you send the queen on offense or sit back and protect the king? I think this idea naturally fits into breakout
-
New Spawning Rules CTF (2 teams). This is your same old CTF with a twist. You spawn based off of how well you are doing in the game. IE: if it set at a normal spawn of 10 seconds and you have 5 kills and you die. It calculates that you are +4 and spawns you in 6 seconds instead. It works in reverse as well. It can then make the decision dicey. Should you attempt to gain control and spawn kill to an extent or risk capturing the flag. What if they spawn behind you and sneak in to an empty base?
I created Mass land grab at least for what is possible within MCC already which leaves a lot to be desired. In my version I made it swat with as many territories as possible. You are just constantly moving and shooting at anything you see. The version I made was just every man for themselves but I could see it in a team mode.
As for Kings, I would expect mixed reactions as people have mixed reactions over breakout anyways. I found it difficult to determine my role within breakout. In a game where there is only one BR and such limited options. I often found myself wandering around. I would enjoy being able to know going in. Perhaps being in a group of randos would be miserable. But going in with a full group it would be awesome to determine our best sniper and put it it’s best hands against their best sniper. Our best BR against theirs etc etc.
I fully expect you guys to tear my ideas apart but if in any way you think they are cool let me know 
I’d definitely like to see some more new gametypes, but I also hope 343 brings back old gametypes that were removed for no reason. I just want to play some assault once in a while!
> 2535421626914371;5:
> couple ideas
>
> 1) Mass land grab (Essentially land grab except the whole map not 6 territories but the whole map) (2 teams) If you own 80% of the map you get 80% of the points handed out. I think back to the old tony hawk days when you had to do a trick to grab a ramp. Sometimes 2 minutes would be up and there would be ramps that were never even touched. The idea would be that you would have to find the proper balance of, is this even worth fighting or should I just grab more territory? you could add longer spawn times to make it worth the time to stop to kill someone
>
> 2) Kings (chess inspired idea).(2 teams) Designate one team member as the king for each team. If possible let us choose who is the king. It is just a slayer that doesn’t count kills until one of the kings is killed. If your king is killed you lose that round. You could take this idea as far or nowhere if you want. You could stop there. You could add more pieces. IE: You could have one queen who spawns with a rocket launcher. Now do you send the queen on offense or sit back and protect the king? I think this idea naturally fits into breakout
>
> 3) New Spawning Rules CTF (2 teams). This is your same old CTF with a twist. You spawn based off of how well you are doing in the game. IE: if it set at a normal spawn of 10 seconds and you have 5 kills and you die. It calculates that you are +4 and spawns you in 6 seconds instead. It works in reverse as well. It can then make the decision dicey. Should you attempt to gain control and spawn kill to an extent or risk capturing the flag. What if they spawn behind you and sneak in to an empty base?
>
> I created Mass land grab at least for what is possible within MCC already which leaves a lot to be desired. In my version I made it swat with as many territories as possible. You are just constantly moving and shooting at anything you see. The version I made was just every man for themselves but I could see it in a team mode.
>
> As for Kings, I would expect mixed reactions as people have mixed reactions over breakout anyways. I found it difficult to determine my role within breakout. In a game where there is only one BR and such limited options. I often found myself wandering around. I would enjoy being able to know going in. Perhaps being in a group of randos would be miserable. But going in with a full group it would be awesome to determine our best sniper and put it it’s best hands against their best sniper. Our best BR against theirs etc etc.
>
> I fully expect you guys to tear my ideas apart but if in any way you think they are cool let me know 
I really like your Ideas!
i was thinking about a new gametype called “team headhunter slayer”, it would be a twist to reach’s headhunter. in this gametype, a skull will drop every time you kill someone, and you score a point after collecting that skull, but if you are killed, you drop all the skulls you carry and your team lose those points, an enemy might pick up those skulls and score points for their team, you would have to defend the player with the most skulls in this gametype. there is also another variant, your team will start to gain point when your team is carrying more skulls than the enemy team, and the enemy team can do a comeback when they kill your teammates and gain the skulls they are carrying, the player with the most skulls on each team are highlighted with a skull above their head.
I’m a very BTB kind of guy and, while I haven’t played it in awhile, I also love Battlefield so there might be some far fetched ideas for a Halo gamemode in some of these.
Warzone: The basic idea is two bases fight for resources placed in key locations across the map. Two teams spawn into each of their respective bases. These can either be forge made or apart of the map. The bases require resources. These can be found in seven sites located at key locations on the map. There will be two sites located closer to your base, three in the center, and the last two closer to the enemy. To capture a base, you must activate a beacon, this takes roughly seven seconds to do. You do not need to be in a zone to hold the base like KOTH or Strongholds. When you capture the sites, you begin to earn points that go towards the final objective, total destruction of the enemy base (shown off in an animation at the end of the match). There are several phases to the game. The first phase is you and your team going around and capturing some of the sites and engaging the enemy team to prevent them from holding more sites then you. There are no vehicles, yet. After you gain enough points your base upgrades and defenses like turrets and shields cover doorways to prevent the enemy team from entering. At this point terminals also activate inside your base. These terminals can be activated to summon vehicles, at the cost of some of your points. The bigger the ride, the bigger the loss. As the game progresses, your base becomes more powerful and the sites become harder to hold as more vehicles begin to show up. When your team reaches the goal, your team sent on a hunt for the enemy team trying to escape via Pelican. There is one life for everyone. Regardless of whether you kill everyone on the team or they kill you, the enemy base will be destroyed by a Vulture gunship. Think of it as Dominion meets Extraction on a very big scale.
Reactor: Inspired by the Halo Wars level Repairs, the gamemode is a 1-side objective where one team is defending three Cyclops exoskeletons repairing a damaged reactor. The Cyclops can and will attack enemies if provoked and have a powerful attack but low health and need to be defended at all costs. Loosing all three Cyclops will result in the enemy team winning and the reactor overloading and exploding. The attackers will have warthogs and one scorpion, or wraith, that will help them destroy the exoskeletons.
Bigger Then Big Big Team Battle: Just take big team battle, make it really really big and have a Mammoth and Scarab that can be taken over by teams and used to totally and utterly screw the battlefield. Please. Just make it happen. At least bring the Elephants into Forge or another map like Sandtrap in H5.
all very good ideas guys! keep it up!!
its very Cod like but i was thinking if there was a type of search and destroy type gametype for break out. like breakout one bomb but the defense has time to defuse. i would hate this game ot be like Cod but i love that gametype when i played Cod4 and MW2
> 2535421626914371;5:
> couple ideas
>
> 1) Mass land grab (Essentially land grab except the whole map not 6 territories but the whole map) (2 teams) If you own 80% of the map you get 80% of the points handed out. I think back to the old tony hawk days when you had to do a trick to grab a ramp. Sometimes 2 minutes would be up and there would be ramps that were never even touched. The idea would be that you would have to find the proper balance of, is this even worth fighting or should I just grab more territory? you could add longer spawn times to make it worth the time to stop to kill someone
>
> 2) Kings (chess inspired idea).(2 teams) Designate one team member as the king for each team. If possible let us choose who is the king. It is just a slayer that doesn’t count kills until one of the kings is killed. If your king is killed you lose that round. You could take this idea as far or nowhere if you want. You could stop there. You could add more pieces. IE: You could have one queen who spawns with a rocket launcher. Now do you send the queen on offense or sit back and protect the king? I think this idea naturally fits into breakout
>
> 3) New Spawning Rules CTF (2 teams). This is your same old CTF with a twist. You spawn based off of how well you are doing in the game. IE: if it set at a normal spawn of 10 seconds and you have 5 kills and you die. It calculates that you are +4 and spawns you in 6 seconds instead. It works in reverse as well. It can then make the decision dicey. Should you attempt to gain control and spawn kill to an extent or risk capturing the flag. What if they spawn behind you and sneak in to an empty base?
>
> I created Mass land grab at least for what is possible within MCC already which leaves a lot to be desired. In my version I made it swat with as many territories as possible. You are just constantly moving and shooting at anything you see. The version I made was just every man for themselves but I could see it in a team mode.
>
> As for Kings, I would expect mixed reactions as people have mixed reactions over breakout anyways. I found it difficult to determine my role within breakout. In a game where there is only one BR and such limited options. I often found myself wandering around. I would enjoy being able to know going in. Perhaps being in a group of randos would be miserable. But going in with a full group it would be awesome to determine our best sniper and put it it’s best hands against their best sniper. Our best BR against theirs etc etc.
>
> I fully expect you guys to tear my ideas apart but if in any way you think they are cool let me know 
Nice ideas. +1
> 2533274883849234;9:
> I’m a very BTB kind of guy and, while I haven’t played it in awhile, I also love Battlefield so there might be some far fetched ideas for a Halo gamemode in some of these.
>
> Warzone: The basic idea is two bases fight for resources placed in key locations across the map. Two teams spawn into each of their respective bases. These can either be forge made or apart of the map. The bases require resources. These can be found in seven sites located at key locations on the map. There will be two sites located closer to your base, three in the center, and the last two closer to the enemy. To capture a base, you must activate a beacon, this takes roughly seven seconds to do. You do not need to be in a zone to hold the base like KOTH or Strongholds. When you capture the sites, you begin to earn points that go towards the final objective, total destruction of the enemy base (shown off in an animation at the end of the match). There are several phases to the game. The first phase is you and your team going around and capturing some of the sites and engaging the enemy team to prevent them from holding more sites then you. There are no vehicles, yet. After you gain enough points your base upgrades and defenses like turrets and shields cover doorways to prevent the enemy team from entering. At this point terminals also activate inside your base. These terminals can be activated to summon vehicles, at the cost of some of your points. The bigger the ride, the bigger the loss. As the game progresses, your base becomes more powerful and the sites become harder to hold as more vehicles begin to show up. When your team reaches the goal, your team sent on a hunt for the enemy team trying to escape via Pelican. There is one life for everyone. Regardless of whether you kill everyone on the team or they kill you, the enemy base will be destroyed by a Vulture gunship. Think of it as Dominion meets Extraction on a very big scale.
>
> Reactor: Inspired by the Halo Wars level Repairs, the gamemode is a 1-side objective where one team is defending three Cyclops exoskeletons repairing a damaged reactor. The Cyclops can and will attack enemies if provoked and have a powerful attack but low health and need to be defended at all costs. Loosing all three Cyclops will result in the enemy team winning and the reactor overloading and exploding. The attackers will have warthogs and one scorpion, or wraith, that will help them destroy the exoskeletons.
>
> Bigger Then Big Big Team Battle: Just take big team battle, make it really really big and have a Mammoth and Scarab that can be taken over by teams and used to totally and utterly screw the battlefield. Please. Just make it happen. At least bring the Elephants into Forge or another map like Sandtrap in H5.
I like your ideas. +1
> MCShadowWolf117 Wrote:
>
> Tug-of-War Game Type:
> What if there was a game type in which two teams would face off and try to kill each other (like most game types), but there’s a catch; when a player dies, they switch teams. Example: Red Team Player Is Killed By Blue Team Player, Dead Red Team Player Changes To Blue Team. The team with all the players wins. And one more thing, if one team only has one player then that player will get a trait upgrade (can run faster, jump higher, have an overshield, etc.) until the player either 1) dies, or 2) gains another teammate. This may be a dumb idea but what do you guys think?
the new gamemodes were cool
the new gamemodes were cool