I'm just going to get into it, **** DA POLI.... uhm, Intro... I meant to say **** da intro... (This next part is kind of useless text) I believe the best way to explain an idea is to tell the audience what it is you are trying to do and then back-track to the beginning, periodically talking about the end result that the 'explainer' is attempting to accomplish. A lot of the time, it is best to use photographs or references to help the audience understand the concept more efficiently, also using extravagant word choice can help 'woo' over audience members in agreeing with the 'explainer'. I'm not really going to be doing either of these so I hope the idea is good enough. (Useless text=over) The Main Idea A A linear-styled infection game with objectives for the humans to do that reward with points, not weapons/vehicles/cover. The Main Idea B A hold-off-styled infection game with objectives for the infection to do that reward with points, not mindless killing. How I plan on accomplishing this I will use the INVASION gametype.(spoiler alert) Why I think this could be fun The main reason behind the idea is that I haven't played a lot of REAL, final-stand, linear infection games in Reach(compared to Halo 3), and I think this invasion idea of mine could shine some light on infection. One thing that will change it from infection games is that it's a team game. No infecting the humans, just killing. As on now, this is the main problem, as I can't change specific traits for each team, only weapons and equipment. I have messed around with the gametype a small amount and at the moment I have the first version of Infestvasion(might not be the final name but I like it). Setting for the Linear styled game with Humans(Spartans) attacking A town with 3 objectives for the humans, the final rescuing an injured civilian. First objective will be territories, it will simulate hacking into the main gates system of a town to unlock for getting inside the town. Second one will be assault which will simulate blowing up the doors to a large warehouse(the zombie hive). The third will be CTF and will simulate a crippled civilian that must be carried to safety(outside of the town). Setting for the holdout styled game with Zombies(Elites) attacking A town with 3 objectives for the zombies, the final will be taking the leader of the human forces. First objective will be territories and will simulate the zombies frying the defensive system of the gates to the warehouse(the humans safe haven). Second objective will be assault which will simulate a zombie attacking an explosive tank in the warehouse. The final objective will be CTF and will simulate the zombies stealing the leader. (Tweaking on the story will most likely occur often.) Gametype specifics 100% damage 150% damage resistance No shield recharge 200% health recharge (not quite sure on everything else) (Most will be changed) Tier 1 Spartans have 2 classes in Tier 1 - Magnum W/ sprint and x2 grenades - Assault rifle W/ sprint and no grenade Elites have 2 classes in Tier 1(no grenades for zombies until Tier 3 when the develop Radioactive mucus) -Sword W/ no equipment -Plasma pistol W/ active camo Tier 2 Spartans have 4 classes in Tier 2 - DMR, magnum W/ sprint and x2 grenades - Assault rifle, magnum W/ armor lock x2 grenades - Grenade Launcher, magnum W/ no equipment or grenades - DMR, magnum W/ jetpack and x2 grenades Elites have 4 classes in Tier 2 -Sword w/ evade -Sword w/ active camo -Needle rifle w/ Drop shield -Sword, Needle rifle w/ no equipment Tier 3 (This Tier is the one I'm the most skeptical of) Spartans have 5 classes in Tier 3 -Assault rifle, magnum w/ armorlock and x4 grenades -Grenade Launcher, magnum w/ hologram and x4 grenades -DMR, magnum w/ sprint and x2 grenades -Shotgun w/ no equipment and x2 grenade -(IDEAS) Elites have 5 classes in Tier 3 -Sword, w/ evade and x2 plasma -Sword, needle rifle w/ evade and no grenades -Sword w/ active camo and x2 plasma -Gravity Hammer w/ sprint and no grenades -(IDEAS) Please let me in if you think any of this is unbalanced, tell me why, and tell me your ideas of how to fix them.
I've seen the idea of simulating infection through invasion done a couple of times before, and I don't think it's ever ended too well. Adding an objective to invasion games is undoubtedly a great thing to do, however. It makes the game more interesting and overall contributes to the re-playability aspect. On a more related note, four grenades for humans in Tier Three? Grenade spamming is the enemy of infection, my friend. And penicillin, but that's besides the point. I wrote a guide on linear infection maps, and while it may not apply to all aspects of your idea, it'll certainly help a few. It's the fourth link in my signature if you're interested.