Project Freelancer Gamemode -Impossible in customs

I’ll start this by specifying that this IS NOT A CUSTOM GAMEMODE.

Okay, so the rules are simple. It is a 6v6 gamemode, 1v1v1.

Two teams spawn into the game, Blue team and Red team. The base gamemode is either slayer, or CTF, or strongholds, whatever.

Two players from either team are picked as Freelancers. They can view ALL Spartan tags and have the ability to access a set of power weapons at any time, from certain “REQ” stations around the map.

Neither Blue Team or Red Team can see the identity of the Freelancers, and the gamemode does not place a party higher than 2 on the same team (I.E. if you have a party of 3 players, one may be on Red team whilst the other are Red freelancers.) Party chat is also disabled, and proximity/team chat is enabled.
Pack mentality takes priority, but Freelancers are encouraged to, funnily enough, strike out on their own.

Red/Blue team are simply trying to fulfil their objectives, whilst the Freelancers are trying to ensure their team does so, whilst hindering the opposition Freelancers by collecting intel around the map (Freelancer’s, however, do not win with their team, as they are part of a separate team). Intel is simply items around the map, such as empty Assault Rifles, that disappear when a Freelancer interacts with them, allowing nearby players to identify them as a Freelancer. Collecting intel give minor boosts to friendly players, such as temporary increasing movement speed, or slightly buffing damage. They may also decrease enemy shield strength, or remove a clip of ammo from the reserve of all enemies players (non-exhaustive examples)

Freelancers can also modify the map by interactables, which a regular player cannot (For example, in riptide, a Freelancer may press a nearby button, sealing both ends of the turbine hallway).

A Freelancer agent cannot afford to have their cover blown. If a player suspects another player of being a Freelancer, regardless of team, they can mark them, making their tag glow for friendly players, and changing their armour to their custom colours. However, each player can only tag up to 3 players, and the tag is temporary, forcing them to consider when to tag someone.

A Freelancer can access ANY power weapon, and must consider which weapons are on the map before calling one in. Whilst holding this weapon, their shield strength is increased, and they move slightly faster, jump slightly higher, have endless ammo reserves and reload slightly faster. They can only pick one weapon per game, but can replace it repeatedly (doing so too often will look suspicious). If a regular player picks up this weapon, it is simply a standard power weapon, with a few shots missing (random).

After the game is complete, ever player is placed into the centre of each map, on a podium. Team colours are replaced with custom colours, and the scoreboard is inaccessible. Guns are lowered for about a minute, and all chat is enabled. Players must attempt to identify each Freelancer agent, and, after a minute, a random player is given a magnum with a single bullet. They must select a player, and shoot them (they cannot choose to miss or “veto”, as the game will automatically hit the nearest player to where they are aiming). The dead player can no longer talk to the live players, and must chat with the dead that follow. This continues until either every Freelancer is dead, or there are no more Red or Blue players. In the case of the former, the winning team is whoever won the prior game. If, however, they failed to identify the Freelancers, then the Freelancers win.

The gamemode is still rough around the edges, and all feedback is appreciated!

That sounds like fun. Definitely worth consideration by the game mode dev crew. Wish we could actually make it. We could get some of it done, but we’d still have to play by the rules willingly. Maybe using some of the ideas that can be done with what we have would produce a good new game type for Halo 5.