Simply put, I think it would be very beneficial to the game if people were able to use Forge to develop Campaign Content, just as people do for multiplayer, allow people to make their own custom missions, and present their own spin, their own take on the story missions, it would be a good way to increase content. Just a thought.
I believe they are already working on it.
I imagine you’ll be able to add Covenent/Banished as bots - and then have nav meshes that allow you to mimic Campaign type behaviours.
Finger’s crossed.
sweet because there are some cool scenarios i want to create
in particular, i would like to be able to build and test this mission idea entirely within the forge environment. i would like to be able to direct friendly and enemy bots towards the current objective. to this end, i do see scriptable respawn points - it looks like as attacker teams progress through the phases of each round that the defenders try to resist, we will be able to spawn and despawn team-specific respawn and starting points that are closer to the current objective as the attackers progress through the phases.
essentially i would like to be able to forge a custom gametype. it could just run within a slayer game mode or a universal custom gametype mode which automatically activates any scoring and UI HUD elements for:
-KOTH Capture plates/zones
-Ball Spawn Plates (and notably missing are ball return plates; though this is hinted at in the object browser)
-Flag Spawn plates and Flag return plates
-Stockpile spawns and being able to script just one or two seeds spawning
-stockpile return sockets
Also, In the object properties menu for ctf spawn/return plates, there is the option to override intended gametype. if override is set to true, then advanced options show which is essentially a mirror of all of the Mode settings in the Custom Game Lobby for a generic Arena CTF gametype. this is for flag game mode objects, ball game mode objects, stockpile game mode objects, koth zone objects, land grab objects ETC ETC ETC.
I think most importantly, when you go in to play mode in forge, it runs an instance of universal custom game type override. these are just in the object properties advanced options in the forge Y button menu.
Example:
I place the following on a script test map:
Round 1 starts.
phase 1: ball spawn plate and ball return plate spawns for the attackers. attackers get a waypoint above the ball, and above the ball return plate. Defenders get a waypoint above the ball return plate to instruct them to prevent the attackers from planting the ball. if the attackers successfully plant the ball in phase 1, their team gets a point.
phase 2 (still round 1): attackers respawn points for phase 1 despawn, and new respawn point for phase 2 spawn. attackers’ phase 2 respawn points are closer to…
CTF return plate spawns closer to attackers. defenders spawn points move up and their objective is to protect the flag. ball waypoints disappear because the ball spawn+return plates are De-spawned at the end of phase 1, right before the beginning of phase 2.
One Sided CTF flag gametype HUD UI elements automatically know to display properly over the ctf gametype objects that are placed in the forge map. attackers have to steal the flag. if the defenders fail to prevent their flag captured, attackers get a second point.
Phase 2 to Phase 3 transition:
phase 2 spawn points for both teams despawn. new phase 3 spawn points for both teams spawn in closer proximity to the new Phase 3 objective. One sided ctf gametype objects despawn, along with the UI HUD elements each team inherits from these flag spawn/return plates.
Phase 3:
the flag that the attackers captured in phase 2 represents encryption code for phase 3. Phase 3 is attackers respawns move closer to a Hacking Terminal which the Defenders are heavily defending with dynamic respawn points spawning defenders closer to phase 3 objective as well. attackers activate and must hold out the hacking terminal against onslaught of defenders that spawn dug in well against. useful to attackers survival is environmental props for cover and other destructible objects to release more normal physics objects hanging from the ceiling to drop more solid cover for their teammates.
if the attackers successfully hack the terminal, their team gets a point and the terminal despawns, new respawn points show up closer to phase 4.
AT ANY POINT during the phases, if the attackers fail to complete the objective (and consequently fail to earn a point for their team) within an appropriately allotted and globally scripted Set Amount of Round Time Left, the Defending team earns a total of the maximum amount of points that are available to the attackers to earn within a single round. i.e. if there are 4 phases in a round, and the attackers complete 3 phases, and fail to complete the 4th phase because the defenders beat them and held out long enough to drain the phase 4 set time limit, The round will End with the attackers having earned 3 points, and the defenders will earn 4 points for successfully repelling the attackers.
another example; if the attackers only complete phase 1, and the attackers only earned 1 point during a round, then the defenders win the round and the defenders team receives a full 4 points.
At the End of each round, the attackers and defenders (red/blue teams) switch sides. This way both red and blue teams get to play as attackers and defenders in a single game consisting of 5 rounds or so (depending on how many phases, and consequentially points, are able to be earned in a round).
k/d/a scores of each individual player on each team are displayed on the scoreboard as would be expected in any game type. A new category called: Objectives is added as a new Column on the scoreboard that is only visible during an instance of a Universal Custom Gametype. Objectives is simply if a player captures a flag, (ctf objects despawn, ball objects spawn) and returns a ball to a zone IN THE SAME ROUND then they would have a score of 2 for the Objective column. if the same player hacks a terminal in phase 3, then they would get a score of 4. the Objectives column contributes to the total score of the team. After all, the attackers are trying to:
phase 1: kill generators and comms outside of top secret facility,
phase 2: steal the access codes from the guard shack
phase 3: use the access codes to break in to top secret facility
phase 4: extract a power seed or something from a heavily defended room and bring it back outside to a return zone near the spawn points originally used in phase 1.
they fight up the hill and back down it.
there are so many variations of this if we could only get Game Mode objects to pass their parent game mode configurations into a Universal Gametype similar to ctf or ball or stockpile or koth. Except Universal Gametype has the ability to initialize ALL of the different game mode objects by default, and be able to handle spawning and despawning of separate game mode objects within a single round to account for the sum of player Objective scoring contributing to their respective team score overall.
Like, it doesn’t matter if you capture a flag in a round, AND your team plants a ball, AND your team captures a stronghold in a single round. That counts as 3 points for your team. as you complete objectives, the completed objectives despawn and new objectives spawn.
yo i just remembered in matchmaking today i was playing attrition and right at the end of the round, a koth zone appeared in the middle of Live Fire by the sniper spawn lol. i think 343 has heard us and at least somebody understands what i’m talking about.
happy thanksgiving
from cam
an alternative scoring system would be Difference scoring.
Difference scoring goes like this:
Lets say there are a 4 possible phases in a round.
Example 1: attackers complete 1 objective → at end of round, defenders team receive 3 points.
Example 2: attackers complete all 4 objectives in a single round → defeners team receive zero points
Example 3: attackers fail to complete objective 1 in a single round → defenders team receive 4 points for the round.
Winning or Losing splash messages at the end of each round are determined by Did the Defenders successfully Defend at least one objective?
or
Did the attackers successfully complete all four objectives?
i hope this makes sense to somebody lol