Warzone infection – [JUST A WARZONE VARIENT IDEA]

Alright, seems I have the time right now so I might as well express my thoughts on this rather unique gameplay variant. Please note that while some of these ideas I had come up with before, it was mostly [flaming shriukn]’s [thread] that inspired me to start writing these shenanigans down.
The premise
Warzone infection, like previous warzone instalments, revolves around multiple teams duking it out on a massive map whilst calling in various requisitions to give them the edge they need – only now with a little infection[ey] styled twist.
The game starts off with twenty-four players scattered around a map consisting of 3 bases, two power cores and a heck of a lot of ground to cover. Six of these players are randomly infected and placed in random positions around the bases, while the remaining eighteen are split into further groups of six that are each responsible for their own armoury [should they choose to stick around said armoury].
Infected players have the task of taking over bases for access to both of the map’s power cores, and have to do so in a set time limit (extra time is rewarded for taking over bases/ destroying power cores). Surviving members are unable to take back infected bases, let alone regress infected possession over said bases (in a manor very similar to warzone assault). All members on the infection side have unlimited lives to play with, but no/ barely any shields to help them along the way. This side wins when they have destroyed both power cores OR the surviving side has been completely overrun into further infection members.
Surviving players on the other hand have the task of defending bases/ power cores from infected possession/ destruction – whilst trying to remain uninfected in the process. All members on the surviving side have unlimited lives to play with unless they become infected upon death [this is discussed in greater detail later on]. This side wins when the infected side pass their time limit for not taking a base/ destroying a core in enough time.
In short this game mode takes quite a bit of inspiration from warzone assault – only there are multiple positions on the map which can be taken/ destroyed simultaneously.
Balancing
As of right now, warzone infection as an idea has two fatal flaws: and those are how the aspects of requisitions and infection work as mechanics within the gamemode. Other ideas I’ve seen thus far haven’t been very successful in managing these problems - changing the game into more of a massively unbalanced big team infection than anything else – but fear not, for I believe I have come up with a solution.
Let’s propose that the surviving side are the only side which has the ability to call in one-time use requisitions (power-weapons, vehicles, power-ups, etc.) and the infection side are only able to change their loadouts (energy-sword choices) and armour mods. Now add in the ability for the infection side to pick up weapons, and ride in/ hijack astray vehicles left behind by killed/ missing survivors as their only source of alternate requisitions. Any weapons infected players pickup will receive unlimited ammo alongside their swords, meaning that the surviving side will have to be extra careful in what they decide to call in throughout the match.
This is a lot better but now the infection side seems terribly overpowered: imagine a single infected player with a sniper-rifle they picked off a dead survivor player, which they are now making use of to infect the rest of the surviving team with one-shot kills. I can think of one way to get around this flaw, and this solution revolves around the infected players’ weapon slots. One slot would be taken up by a sword they selected via the requisition loadout screen which cannot be interchanged in any way, and the other slot would contain the interchangeable weapon. From here we can just make a rule that for the infected player to infect a survivor they will have to use their non-interchangeable sword, while their weapon in the interchangeable slot would simply kill the survivor- yet allowing them to respawn and continue playing on their side uninfected.
Of course, this means that when infected players pick up another energy-sword in their interchangeable slot then said sword would also have the ability to infect survivors upon kill, yet still retaining the ability to be interchanged with other weapons. Also, just as a side note I wouldn’t really believe that gravity-hammers should also gain the ability to infect players [because personally I just don’t see how a bulky mass of advanced graviton fuelled technology would infect someone: would more or less cause their entire bodies to implode if anything].
Other additions
-The first six players who are randomly infected once the game begins are known as alpha infected, and as such they receive extra speed and health throughout the game.
-Whenever there is one last survivor remaining they become known as the last man standing, and as such they receive extra damage and sensor range – however they also become marked via infected radars and by a visible ping on infected player’s screens.
-There are many requisition stations scattered around the map, not just inside bases, mainly so that infected players have more chances to change their sword loadouts/ armour mods. Surviving members are also able to use these unprotected stations, but may have to watch their back in doing so.
-Since this gamemode is also inspired from the infection gametype, all players (survivors and infected) should have their originally selected armour colours present at all times within the game.
-I’ll admit that these next ideas were actually stated in [flaming shriukn]’s [thread], but I thought that they were just so damn brilliant that I simply couldn’t NOT include them. They are as follows:
-Changing the name of the game from warzone infection to either deadzone/ darkzone.
-Giving maps more of a nighttime theme and changing said map names respectively: “Raid on apex 7” to “A night on apex 7”.
-Adding in a voice chat requirement to keep players active, and simply to add to the harshness of the gamemode [where survivors can only communicate in close quarters, whilst infected can communicate from any range];
-Last but not least only making this gamemode available during either Fridays/ weekends so as to keep the game fresh.
So what do you guys think? At the moment I still believe that this is all very rough, and by no means am I a game-design expert. I just thought it’ll be rather nice to get this out there, even if 343 never really decide to actually implement it.
Special thanks to [flaming shriukn]. This is Sploder101, signing off.

It seems good and it seems mostly balanced but not an infected with a sniper part.I think it would be better with warzone assault maps instead of normal warzone maps.

It seems a bit to much for a game type and semi complicated but it does sound rather interesting

> 2535424786818858;2:
> It seems good and it seems mostly balanced but not an infected with a sniper part.I think it would be better with warzone assault maps instead of normal warzone maps.

  1. Not gonna lie, an infected player with a sniper does sound completely overpowerd - however, I tried to make it much less so in this gamemode by forcing infected players to use their sword in order to actually infect a survivor. Should make both teams equal in terms of power with snipes - minus the infinite ammo on the infected side.

  2. To be honest I’m still debating whether or not it should be based completely on warzone assault myself. The only problems I find with that is how quickly defending players get killed in that type. I’d imagine it’ll be a lot worse when the entire enemy team is using energy-swords in close quarters that can infect players upon each kill. I suppose adding in the prospect of seperate rounds would loosen things up, but even that’s very rough.

Since I’m one of the many(?) who want Warzone Infection, I would suggest some ideas.

The infected should NOT be able to pick up weapons. Instead, they have access to Sprint, and gradually get faster as more survivors get infected. When there is one guy left, infected players can move extremely quickly and are very dangerous in a group.

REQ energy does not recharge overtime. Instead, you must get kills to refill your energy. Also, basic versions of each loadout / power weapon will only be available for use. This is for the sake of balance.

Armor mods may (not) be disabled. I would like some input on this.

Basic Warthogs and Gungooses are allowed, but there is a much stricter vehicle cap in place. Absolutely no heavy / flying vehicles will be allowed.

Survivors must still scavenge better weapons and ammo supplies around the map, or off dead bodies.

Dude that is awesome. Although unlikely, it would be awesome to get my hands on that gametype.

Small World. I had a very similar idea last year. Its not as good as yours but id still like to hear what you think of it. copy and paste the link btw https://www.halowaypoint.com/en-us/forums/6e35355aecdf4fd0acdaee3cc4156fd4/topics/new-warzone-gametype-ideas/4104f61c-72a8-48fb-8dc0-d6e6e5d0a6a5/posts?page=1

Sounds cool! Would be hard to create and/or market though.

> 2535429593088083;5:
> Since I’m one of the many(?) who want Warzone Infection, I would suggest some ideas.
>
> The infected should NOT be able to pick up weapons. Instead, they have access to Sprint, and gradually get faster as more survivors get infected. When there is one guy left, infected players can move extremely quickly and are very dangerous in a group.
>
> REQ energy does not recharge overtime. Instead, you must get kills to refill your energy. Also, basic versions of each loadout / power weapon will only be available for use. This is for the sake of balance.
>
> Armor mods may (not) be disabled. I would like some input on this.
>
> Basic Warthogs and Gungooses are allowed, but there is a much stricter vehicle cap in place. Absolutely no heavy / flying vehicles will be allowed.
>
> Survivors must still scavenge better weapons and ammo supplies around
> the map, or off dead bodies.

  1. Probably one of the most controversial points to [this] topic, but I definitely see where you’re coming from. It’ll make things a lot less complicated, that’s for sure, and yet still retaining some form of balance in the gamemode - if not more. Certainly something to have a thinks about.

  2. Making requisition energy depending on kills rather than time. This one’s probably my favourite out of all the points you’ve just listed. I can’t believe I didn’t come up with that one myself. Cheers, dude. [Limiting loadout and power weapons to non-variants, however, I’ll be discussing further on in No. 4), just to sum it up alongside vehicle restrictions].

  3. I suppose it really depends on what armour mods are actually available and which ones are not. A survivor with advanced weapon dexterity or extra ammo in their weapons can be mighty useful, yet an infected carrying three plasma grenades is… questionable.

  4. This one I was probably the most skeptical about at first, however I recently read another article discussing how warzone has changed over time since the addition of weapon/ vehicle variants. Long story short: my minds been changed, and I believe that this is equally as great an idea.

  5. Paring this one up with No. 1) [probably] balances the game completely, and also makes it more true and makes it more true to the original infection gamemode. Of course, this would also mean that you wouldn’t be able to get any ammo from requisition stations - spare the minimal amount you get for switching to a weapon [FOR THE FIRST TIME]. Also makes the [patrol case] armour mod all the more useful.

> 2533274937619845;1:
> Alright, seems I have the time right now so I might as well express my thoughts on this rather unique gameplay variant. Please note that while some of these ideas I had come up with before, it was mostly [flaming shriukn]’s [thread] that inspired me to start writing these shenanigans down.
> The premise
> Warzone infection, like previous warzone instalments, revolves around multiple teams duking it out on a massive map whilst calling in various requisitions to give them the edge they need – only now with a little infection[ey] styled twist.
> The game starts off with twenty-four players scattered around a map consisting of 3 bases, two power cores and a heck of a lot of ground to cover. Six of these players are randomly infected and placed in random positions around the bases, while the remaining eighteen are split into further groups of six that are each responsible for their own armoury [should they choose to stick around said armoury].
> Infected players have the task of taking over bases for access to both of the map’s power cores, and have to do so in a set time limit (extra time is rewarded for taking over bases/ destroying power cores). Surviving members are unable to take back infected bases, let alone regress infected possession over said bases (in a manor very similar to warzone assault). All members on the infection side have unlimited lives to play with, but no/ barely any shields to help them along the way. This side wins when they have destroyed both power cores OR the surviving side has been completely overrun into further infection members.
> Surviving players on the other hand have the task of defending bases/ power cores from infected possession/ destruction – whilst trying to remain uninfected in the process. All members on the surviving side have unlimited lives to play with unless they become infected upon death [this is discussed in greater detail later on]. This side wins when the infected side pass their time limit for not taking a base/ destroying a core in enough time.
> In short this game mode takes quite a bit of inspiration from warzone assault – only there are multiple positions on the map which can be taken/ destroyed simultaneously.
> Balancing
> As of right now, warzone infection as an idea has two fatal flaws: and those are how the aspects of requisitions and infection work as mechanics within the gamemode. Other ideas I’ve seen thus far haven’t been very successful in managing these problems - changing the game into more of a massively unbalanced big team infection than anything else – but fear not, for I believe I have come up with a solution.
> Let’s propose that the surviving side are the only side which has the ability to call in one-time use requisitions (power-weapons, vehicles, power-ups, etc.) and the infection side are only able to change their loadouts (energy-sword choices) and armour mods. Now add in the ability for the infection side to pick up weapons, and ride in/ hijack astray vehicles left behind by killed/ missing survivors as their only source of alternate requisitions. Any weapons infected players pickup will receive unlimited ammo alongside their swords, meaning that the surviving side will have to be extra careful in what they decide to call in throughout the match.
> This is a lot better but now the infection side seems terribly overpowered: imagine a single infected player with a sniper-rifle they picked off a dead survivor player, which they are now making use of to infect the rest of the surviving team with one-shot kills. I can think of one way to get around this flaw, and this solution revolves around the infected players’ weapon slots. One slot would be taken up by a sword they selected via the requisition loadout screen which cannot be interchanged in any way, and the other slot would contain the interchangeable weapon. From here we can just make a rule that for the infected player to infect a survivor they will have to use their non-interchangeable sword, while their weapon in the interchangeable slot would simply kill the survivor- yet allowing them to respawn and continue playing on their side uninfected.
> Of course, this means that when infected players pick up another energy-sword in their interchangeable slot then said sword would also have the ability to infect survivors upon kill, yet still retaining the ability to be interchanged with other weapons. Also, just as a side note I wouldn’t really believe that gravity-hammers should also gain the ability to infect players [because personally I just don’t see how a bulky mass of advanced graviton fuelled technology would infect someone: would more or less cause their entire bodies to implode if anything].
> Other additions
> -The first six players who are randomly infected once the game begins are known as alpha infected, and as such they receive extra speed and health throughout the game.
> -Whenever there is one last survivor remaining they become known as the last man standing, and as such they receive extra damage and sensor range – however they also become marked via infected radars and by a visible ping on infected player’s screens.
> -There are many requisition stations scattered around the map, not just inside bases, mainly so that infected players have more chances to change their sword loadouts/ armour mods. Surviving members are also able to use these unprotected stations, but may have to watch their back in doing so.
> -Since this gamemode is also inspired from the infection gametype, all players (survivors and infected) should have their originally selected armour colours present at all times within the game.
> -I’ll admit that these next ideas were actually stated in [flaming shriukn]’s [thread], but I thought that they were just so damn brilliant that I simply couldn’t NOT include them. They are as follows:
> -Changing the name of the game from warzone infection to either deadzone/ darkzone.
> -Giving maps more of a nighttime theme and changing said map names respectively: “Raid on apex 7” to “A night on apex 7”.
> -Adding in a voice chat requirement to keep players active, and simply to add to the harshness of the gamemode [where survivors can only communicate in close quarters, whilst infected can communicate from any range];
> -Last but not least only making this gamemode available during either Fridays/ weekends so as to keep the game fresh.
> So what do you guys think? At the moment I still believe that this is all very rough, and by no means am I a game-design expert. I just thought it’ll be rather nice to get this out there, even if 343 never really decide to actually implement it.
> Special thanks to [flaming shriukn]. This is Sploder101, signing off.

sounds cool id like that