Players will fixed it in chamber, standing on a pallet to prevent the players from touching the bomb plant point. The bomb will be going in a circular motion going through all the chambers with automatic pick-up. The way to play is when the player picks-up the bomb to immediatly release the bomb because after a set time fusion coils will spawn blowing up said protective pallets. I'm open to everyone's ideas.
This seems very complicated and I'm definitely looking forward to seeing the final execution of this.
What is to keep some highly capable person from timing the first round then in further rounds, holding the bomb until just before the fusion coils spawn, then tossing it to the next person who is then screwed. Also, could jumping just as the bomb is picked up still give the time to throw it back?
I'm glad someone has noticed the one thing I've been debating on about. I might redesign the chambers so that it's tall and you have low gravity so that you need to jump and toss before you touch the ground and when the set time is hit a box will spawn so that you can't jump and will be forced to plant the bomb. Or I can stick with the plan and have honor rules. Pass or boot.
I would say try to make it where it has no honor rules. I am not even sure if it's possible. The whole idea sounds cool. I am just still not clear how the game variant will keep score. How many lives? How many rounds? How would the passing actually be? Etc..
It'd be harder to make it pass though. More forging means more time and lately I haven't had a lot, my pathetic life has been booming, lol.
I like the idea. What's to stop people from holding the bomb until the last second and then getting rid of it? A round timer might be cheesy because then people will know exactly what time the coil was coming.
Honor rules or the tall chamber and low gravity. It's really hard to type on my iPod, so if you really want to help we can meet up on Live.
I will be on and off this weekend. If I am on tonight I will probably be playing some customs. I would say start the map. Get the basic stuff done and then I will take a look at it.
i have an idea, for a random end. Ok, so say you want the thing (pallet breaking) at either 30, 45, or 90 seconds. 3 fusion coils start (out of map) and all far apart, run time min is 3, respawns rate is never. after 30 seconds, a box drops. exploding one of the fusion coils. this will either make a fusion coil that wont be destroyed, also out of the map, spawn (respawn rate 180 place at start no), or have a fusion coil spawn at a certain place which involves it dropping, and destroying the pallets (perhaps a chained knock on effect). Rinse repeat for the other 2 time variables. that sounds right, point out problems the term, is ninja ending. >.> could end one of 3 times, but you could advance it to more i guess, unto 150, as at 180 the pallet-destroying coil will spawn.
There is no auto-pick up in Assault. You would have to use Oddball. There are no plant point in Oddball. You would have to use destinations. Destination change times are not random. You could have several different overlapping destinations that each cover some chambers but not all of them. Destination changes would be random. If you are caught with the ball and it changes to a destination that covers your room, you lose a point. OR To make it more like your original idea (which is rather complicated), you could have one large destination barely extending above the floor of each chamber, and have everyone standing on the pallets... etc.
i think the global destination would be better, everyone drops down, that way my fusion coil thing would work. Problem solved! go team....
Assault isnt FFA... So you'd have to set random spawns up so people teams dont hold the bomb in the wrong place, however, this would mean neutral bomb plant points are needed. Which would mean, when a team plants the bomb, they would need to lose a point. A way to prevent the problem above, would be to use carrier traits. Make it so the carrier HAS to pick up the bomb. Instead of having a random interval, set the fusion coils to drop every 10seconds. Have the pallets run-time minimum exactly Half of the amount of players in the game. That way only half of the pallets are destroyed as the bomb is being passed around. Base player traits shields should decay at 25%. So by the time the bomb reaches the player, they need to pick it up to prevent them being killed by the dropped fusion coil. (If they die it could also - a point?) The bomb carrier traits could restore the shields of the player so they hold the bomb, restore their shields and pass it on before their pallet may be destroyed forcing them to plant The pallets should respawn every 10 seconds and players should all start on Neutral starting points. So this makes it more random, you might pass the bomb to your team mate who doesnt have a pallet to stand on etc...
Ooh, this sounds absolutely delightful. Definately an original idea. And the mechanics seem pretty sound too.
Sounds a bit... edgy, a little too much for it to work in halo, and you might need a different name, hot potato is taken, unless you just dont care...
First off the game doesn't need to be FFA, it would probably be better if it was all one team too, so you can have a lively chat with friends. And I thought there was auto-pickup on Assault, cryfaic! This is still up in the air, I haven't even looked at the variables in Forge or the Gametype Editor. I totally forgot about Carrier Traits, this might be a lot easier to build now. A main component is the "auto-pickup" feature because it makes them want to throw it rather then hold it. I think the final say is.. Oddball One big destination FFA Score = -1 Without the ball your shields will have fast recharge Holding the ball will deplete your shields Pallet mechanism still in to drop into destination Now what should the consquence be of depleted shield? Players able to shoot and kill you for +1 point Or an object repetitively damaging you, so if you hold the ball to long your shields will be low enough for said object to kill you.