The Ultimate Invasion (Invasion on Steriods)

Just like regular invasion, it is still UNSC vs Covenant. 28 players and 14 people on each team. The map takes place in a Space sandbox with 1 UNSC ship and 1 Covenant ship. What makes this special is that both teams are the attackers and deffenders and their are more than 3 phases… And that’s not all that makes this special.

Phase 1
The objective of this phase is to escort your pelican/phantom to the other ship’s landing bay. Light intercepters are banshees and their UNSC counterpart and same thing for Heavy intercepters. 1 person on each team spawn in their ship’s turret the helps guard the landing bay. 10 people spawn in light intercepters, 2 people spawn in heavy intercepters, and 1 person spawns in the pelican/phantom. As an intercepter it is your job to escort your pelican/phantom and destroy any other enemy ships. Once a team gets their pelican/phantom into the landing bay, the phase will end.

If your intercepter is damaged you can go to your landing bay and your ship will be repaired. Whoever get’s their pelican/phantom there first will get 1 point.

Phase 2
The objective in this phase is the attackers have to hack multiple door in 1 phase. Each door they hack will give them more time and unlock new routes. The pilot of the pelican/phantom and 6 others will be the attackers while the other 7 will defend their ship. The team who got their pelican/phantom into the bay first can deploy what I call an outpost. Your team can spawn there and their are ammo refills.(Ammo crates and plasma batteries) Only 1 outpost can be deployed at a time.

The attackers can spawn on their teamates, pelican/phantom, and outpost. If you spawn in your pelican/phantom their are power weapons on the ship(Including the plasma turrets and machine gun turret). The pelican/phantom is hovering so you can’t get in again. If the attackers don’t hack fast enough, they go to the next phase, but they don’t get any points. If your team finishes the objective, your team gets one point.

Phase 3
In this phase the objective is to capture the data core. At the last door you hack an outpost will appear there. If you get the core to that outpost, the outpost will disappear. Every time the defenders return the core, the core will go there. The phase will end once they run out of time or capture the core. If the attackers capture the core, their team get’s 2 points.

Phase 4
In the final phase the attackers have to bomb the the reacter. They have to hack 2 doors and destroy the reacter. You can bomb it or do damage with your guns. The more damage you do, the less time it takes to arm the bomb. Whoever destroyes the reacter first will get 2 points and the game will end. It is possible for 1 ship to be on phase 2 while the other ship is on phase 4.

Please leave feedback to what did you like, what did you not like, and what would make this better.

> 42 views and no replies?!

I was too lazy to post but I like your idea…

IF THEY allow more connection but sadly it’s 16 player :frowning:

Sounds overtly complicated, if you ask me.

Unless the UI was very intuitive, it would be very hard to communicate to 32 players what exactly was going on. You also have to think about the “boredom” factor. How is that guy in the turret going to feel, all cooped up while his buds are out doing cool space combat stuff? Most of what you’re saying is “required” needs to be optional. There should be a turret, but nobody’s required to get on it. There should be a Pelican, but nobody’s required to pilot it (It would have AI that would guide it into the landing bay once things are clear). When you get into the bay, nobody should be told by the game “You cannot advance! You must guard the ship!”

What you planned here sounds like a great 4 player co-op mission. But, there are too many “Have to do” jobs right now. You can’t force the player to do anything, or they’ll quit. Giving them objectives is one thing, forcing them to do something specific is another.

Player incentive is also something you need to look at. You better make that turret gun worth getting in, or nobody will use it. You have to make it satisfying to use. You have to give people some kind of bonus for staying back and guarding the Pelican/Phantom. Maybe superb weapon upgrades or something. You have to make placing the bomb on the reactor the better option than running in and spraying your weapon at it.

There’s some stuff to think about. You have to be really careful when designing gametypes. You can’t force people into certain roles, and you have to provide them with incentive to play the game how you want them to play it.

> Sounds overtly complicated, if you ask me.
>
> Unless the UI was very intuitive, it would be very hard to communicate to 32 players what exactly was going on. You also have to think about the “boredom” factor. How is that guy in the turret going to feel, all cooped up while his buds are out doing cool space combat stuff? Most of what you’re saying is “required” needs to be optional. There should be a turret, but nobody’s required to get on it. There should be a Pelican, but nobody’s required to pilot it (It would have AI that would guide it into the landing bay once things are clear). When you get into the bay, nobody should be told by the game “You cannot advance! You must guard the ship!”
>
> What you planned here sounds like a great 4 player co-op mission. But, there are too many “Have to do” jobs right now. You can’t force the player to do anything, or they’ll quit. Giving them objectives is one thing, forcing them to do something specific is another.
>
> Player incentive is also something you need to look at. You better make that turret gun worth getting in, or nobody will use it. You have to make it satisfying to use. You have to give people some kind of bonus for staying back and guarding the Pelican/Phantom. Maybe superb weapon upgrades or something. You have to make placing the bomb on the reactor the better option than running in and spraying your weapon at it.
>
> There’s some stuff to think about. You have to be really careful when designing gametypes. You can’t force people into certain roles, and you have to provide them with incentive to play the game how you want them to play it.

Thank you for doing what a toatal of 88 people could not do. LEAVING FEEDBACK

as invasion stands right now about half the people already dont seem to understand the objectives, if they played this theyd run around like chickens with thier heads cut of… thus i aprove :smiley: