The Big List of Unique Gametypes

Some of the more interesting discussions taking place on this forum lately involve new and unique gametypes, and I thought it might be useful to compile some of these into a single thread. I’ve included my own list below; please feel free to leave feedback and/or your own gametype, and I’ll include it (along with the appropriate credit) in this original post. Just make sure you give your gametype a name so that it can be discussed by others.

Note: the designation “working title” signifies that the name of the gametype hasn’t yet been approved by the person who proposed it, but represents my best guess at a useable name.

Destruction Derby – in which players can only get kills whilst inside a vehicle

Stuck! – in which players have no weapons but can hold an increased number of plasma grenades and can only kill another player by sticking that player with a plasma grenade

Chaos – in which players spawn with a random weapon and cannot change weapons. Credits are awarded for kills based upon the perceived usefulness of the weapon, such that killing an opponent with the plasma pistol earns a large number of credits, while killing an opponent with the rocket launcher earns a much smaller amount

Big Team Firefight – in which sixteen players, each with one life only, face an overwhelming deluge of enemies. Credits awarded for kills increase as the number of surviving players decreases.

Boot Camp – in which two or more teams, of three or four players each, compete with one another and rely on teamwork to reach the end of a Forge-created obstacle course.

Conversion – in which all players begin on their own team and must kill other players to recruit them, thus leading to one single team becoming dominant. [Proposed by wamego]

Mongoose Tag – in which all players are on Moongooses (that’s the correct plural) with one player being “it”. The player who is “it” must physically contact another player’s Mongoose in order to stop being “it”, at which point the contacted player then becomes “it”. Players accure points when they are “it”, and the object of the game is to end up with the least amount of points. To ensure fairness, players who are recently tagged cannot move for a period of three seconds, in order to allow the tagger time to escape. [Proposed by Tarezhar]

Stuntman (working title) – in which players are rewarded for completing stunts whilst in a vehicle. [Proposed by Tarezhar]

Elimination – “The aim in an Elimination match is to be the last player left alive at the end, since each player does not have an unlimited amount of respawns. Once a player has died the set number of times, you are unable to respawn and participate further in the match. When a character (or player) has been eliminated, their dead body will remain in its final location until the end of the match. The amount of kills each player has is irrelevant, since the player with the most kills could still lose all their lives before the end of the match. If a time limit is set and the match ends before there is just one player left, the player(s) with the most lives left is/are declared the winner(s)” [Proposed by L1NETT]

Warthog Run – A game mode that attempts to recreate the heart-pounding escapes that we made at the conclusions of the Halo and Halo 3 campaigns. Two or more teams of either two or three players each must use Warthogs to race to the end of a long route that is both environmentally unstable and crawling with enemies, including the Flood where appropriate. Players cannot harm one another, and the destruction of the environment (such as the falling platforms at the end of the level “Halo” in Halo 3) is randomised. Out-of-the-box maps include the Warthog runs from “The Maw” in Halo and “Halo” in Halo 3, plus the Mombassa Highway from Halo 3: ODST and the Mongoose run on “The Package” in Halo: Reach. [Proposed by Gamma 46; link to original post]

Gun Game [working title] – (Apparently, this is from Call of Duty, but I like the idea) All players begin the match with the same weapon (e.g. the pistol) and cannot pick up new weapons. With each kill, the player’s weapon changes; the first player to obtain a kill with each weapon is the winner. [Proposed by sIttIng mambaa]

Well, that idea failed miserably. Come on, people, where’s your creativity?

What about that team-changing gametype somebody came up with? It didn’t have an official name, but a poster called in Conversion.

Also I have no gametype ideas. :frowning:

Also also Big Team Firefight sounds so good. I want to play that, now.

> What about that team-changing gametype somebody came up with? It didn’t have an official name, but a poster called in Conversion.

That was wamego, and the poster who suggested it be called Conversion was actually me, but I haven’t heard back from him yet, so I didn’t want to add it prematurely.

> Destruction Derby – in which players can only get kills whilst inside a vehicle
>
> Stuck! – in which players have no weapons but can hold an increased number of plasma grenades and can only kill another player by sticking that player with a plasma grenade
>
> Chaos – in which players spawn with a random weapon and cannot change weapons. Credits are awarded for kills based upon the perceived usefulness of the weapon, such that killing an opponent with the plasma pistol earns a large number of credits, while killing an opponent with the rocket launcher earns a much smaller amount
>
> Big Team Firefight – in which sixteen players, each with one life only, face an overwhelming deluge of enemies. Credits awarded for kills increase as the number of surviving players decreases.
>
> Boot Camp – in which two or more teams, of three or four players each, compete with one another and rely on teamwork to reach the end of a Forge-created obstacle course.

What comes to Destruction Derby, Stuck!, and Chaos, all these could be created from regular gametypes with slightly more advanced custom game options, but I’d like to see new custom game options that allow for changes like these. All of those sound like they would be very fun to play.

I don’t believe Big Team Firefight to be possible. The maximum player count for FIrefight is four for a reason, the networking structure of Firefight simply can’t handle the load of sixteen players unless everyone of those players has a perfect connection with latency of less than 10 milliseconds. I also don’t believe the Firefight to work with the host based networking model used in multiplayer as that would require the host to have a very good connection. So, it’s a fun idea, but has a lot of technological limitations.

At last, the Boot Camp. A gametype that already exists in multiple forms. The most known one being Flaming Ninja Challenge where individula players compete to complete an obstacle course. I could very well see it working with teams.

Team Air Superiority.

4v4 in air vehicles, e.g. Banshee, Hornet, Falcon, etc

> What comes to Destruction Derby, Stuck!, and Chaos, all these could be created from regular gametypes with slightly more advanced custom game options

These are supposed to be gametypes that would feature on Matchmaking, ideally as part of some sort of rotating Playlist of the Week feature.

> I don’t believe Big Team Firefight to be possible. The maximum player count for FIrefight is four for a reason, the networking structure of Firefight simply can’t handle the load of sixteen players unless everyone of those players has a perfect connection with latency of less than 10 milliseconds.

The ideas in this thread aren’t supposed to be limited by technological constraints; this is a wish list.

More advanced gametypes would help with this a lot, as would a map editor. The real stick is a custom games browser… that would give these a purpose.

> > What comes to Destruction Derby, Stuck!, and Chaos, all these could be created from regular gametypes with slightly more advanced custom game options
>
> These are supposed to be gametypes that would feature on Matchmaking, ideally as part of some sort of rotating Playlist of the Week feature.
>
>
>
> > I don’t believe Big Team Firefight to be possible. The maximum player count for FIrefight is four for a reason, the networking structure of Firefight simply can’t handle the load of sixteen players unless everyone of those players has a perfect connection with latency of less than 10 milliseconds.
>
> The ideas in this thread aren’t supposed to be limited by technological constraints; this is a wish list.

I understand, that was just something I wanted to point out. And I would definitely like double exp weekend like playlists in Halo 4 with all kinds of unique playlists. And what comes to BTF, I wouldn’t like people getting their hopes up by something that is technically impossible to do.

> > What about that team-changing gametype somebody came up with? It didn’t have an official name, but a poster called in Conversion.
>
> That was wamego, and the poster who suggested it be called Conversion was actually me, but I haven’t heard back from him yet, so I didn’t want to add it prematurely.

i like that idea

> And what comes to BTF, I wouldn’t like people getting their hopes up by something that is technically impossible to do.

Do you think it’s possible for people on this forum to have higher hopes for Halo 4 than they already do?

> i like that idea

Good to see you again. Let me know if you want me to change the title or description of your idea (or if you’d like to provide your own).

> > And what comes to BTF, I wouldn’t like people getting their hopes up by something that is technically impossible to do.
>
> Do you think it’s possible for people on this forum to have higher hopes for Halo 4 than they already do?

Yes. I in fact do. But that’s not the point. I technically have nothing against impossible ideas, but I believe it’s good to at least tell the truth so that at least someone has the chance to be less disappointed with Halo 4 when it didn’t meet their wildest expectations.

What about just random stuff like, focus lifle assult
Spiker ctf
Plasma swat
Fuel rod slayer(every one with 4x overshields and bottomless clips)

Thats more action sack stuff you but meh

Mongoose tag - where the object is to have the least amount of points by the end of the game, say every 10 secs gives the player that is “it” 1 point. The game would automatically register who is “It” and when they have made contact with another mongoose that player would then become “It”, a few rules to prevent certain situations, eg: for 3 seconds after being made “It” your mongoose is unable to move allowing the player that tug you to get some distance, if sat still for 10 seconds you immediately become “It” to prevent camping. Me and some friends do this is a custom game just for the lulz and it makes a change from all the more serious game types.

Vehicle Stunts - just another random idea that’s not necessarily a kill stuff for points game mode, where you get points based on the jumps/stunts you do, eg: air time, rolls, rotation, flips, landing all factor to contribute how many points you receive, could be round based or made so you each have a certain time limit say 1-2 minutes to do a small stunt course and obtain the most points possible before it switches to the next player.

And yes I know these are kinda random game modes but its mainly the more random ones that can be the most fun when you’re not in the mood to play on the competitive game modes.

I am a bit of a timespliiters fan, so forgive me.

Elimination.

" The aim in an Elimination match is to be the last player left alive at the end, since each player does not have an unlimited amount of respawns. Once a player has died the set number of times, you are unable to respawn and participate further in the match. When a character (or player) has been eliminated, their dead body will remain in its final location until the end of the match. The amount of kills each player has is irrelevant, since the player with the most kills could still lose all their lives before the end of the match. If a time limit is set and the match ends before there is just one player left, the player(s) with the most lives left is/are declared the winner(s)"

Juggernaut. Bring it back.

There was a gametype idea I floated back on Bungie.net. Judging from the replies, I wasn’t the first to come up with it.
Edit - according to the OP, wamego came up with this idea first. I’m not sure if he’s talking about first ever (the idea’s been knocking round since at least pre-Reach times) or just in this topic, but either way, props to him.

The base idea is that if you’re killed by somebody, you join their team, and the last team standing wins. An obvious problem, however, is how to ‘win’. Everybody is by definition on the winning team. The founder might have only got one lucky kill, who then went on to win the match, so it can’t be them. If it’s just kills, then what separates this from TDM except for unbalanced teams? And how do you stop people constantly suiciding to prevent themselves from being ‘infected’? Here’s my plan:

Two (or more) people start as Leaders. Everybody else is Neutral and cannot kill each other. When a Neutral is killed by a Leader, they become a Member of that person’s team. Similarly, if anybody is killed by a Member, they join that Member’s team. If the Leader is killed, the lose a random Member to the killer’s team, until they have no Members left, at which point they are also converted. If a Neutral suicides, he joins the team of the last person that damaged him, or a random team if he hasn’t previously taken damage. The winner is the person who got most conversions for a single team. Leaders spawn to stay on opposite map sides, with Neutrals spread throughout, to stop games ending immediately with one Leader killing another.

Especially when custom options are considered, I think this could be a highly successful gametype.

I don’t want any multiplayer gametype where you can run out of lives. That is the number 1 fun-killer for me.

> There was a gametype idea I floated back on Bungie.net. Judging from the replies, I wasn’t the first to come up with it.
> Edit - according to the OP, wamego came up with this idea first. I’m not sure if he’s talking about first ever (the idea’s been knocking round since at least pre-Reach times) or just in this topic, but either way, props to him.
>
> The base idea is that if you’re killed by somebody, you join their team, and the last team standing wins. An obvious problem, however, is how to ‘win’. Everybody is by definition on the winning team. The founder might have only got one lucky kill, who then went on to win the match, so it can’t be them. If it’s just kills, then what separates this from TDM except for unbalanced teams? And how do you stop people constantly suiciding to prevent themselves from being ‘infected’? Here’s my plan:
>
> Two (or more) people start as Leaders. Everybody else is Neutral and cannot kill each other. When a Neutral is killed by a Leader, they become a Member of that person’s team. Similarly, if anybody is killed by a Member, they join that Member’s team. If the Leader is killed, the lose a random Member to the killer’s team, until they have no Members left, at which point they are also converted. If a Neutral suicides, he joins the team of the last person that damaged him, or a random team if he hasn’t previously taken damage. The winner is the person who got most conversions for a single team. Leaders spawn to stay on opposite map sides, with Neutrals spread throughout, to stop games ending immediately with one Leader killing another.
>
> Especially when custom options are considered, I think this could be a highly successful gametype.

that could work as a variation but the default version should remain the same

> I don’t want any multiplayer gametype where you can run out of lives. That is the number 1 fun-killer for me.

That’s why these gametypes would be variants that would exist separately from the usual playlists. Plus, spectating would ideally be permitted, resulting in remaining players being cacophonously cheered to the finish line (literal or otherwise).

I like the big team firefight the most.

Now call me crazy for suggesting this, but I honestly think gun game from cod should be included. It’s like chaos, but better. You all start with the same gun, and the gun automatically changes when you get a kill with it. The first person to get a kill with every weapon in the game, wins.