No Honour rules cops and Robbers I have an idea for Cops and robbers that requires almost no honour rules. It is set to V.I.P with the attackers being cops, with a forced colour of blue. The defenders on the other hand are the robbers, with a forced colour of red, for classic Cops n Robbers, or black, to fit the actual colour of the garments a robber usually wears. The V.I.P is not special in any way and is exactly the same as any other robber he/she is just there so that I can use attacker/defender traits and to provide a goal for the cops. The attackers are cops will have shotguns, with the ability to use vehicles and will probably be stronger, physically then the robbers are in-game. The defenders, which are the robbers, will spawn with plasma pistols, have no ability to pick up weapons, will most likely be faster, and will probably have no ability to use vehicles. The objective in this game over all will be to have the highest score over the probable two round game. This can be accomplished by, having your V.I.P spend a very small amount of time in jail. The objective in this game (for the attackers) will be to send the enemy V.I.P to jail so that getting the V.I.P in jail several times will cause the opposing team to lose points, this I could do by changing the robbers to defenders and the cops to attackers, the purpose of this will be to make sending the robbers to jail instead of just killing them a valid option. In this event I would have to make the jail a V.I.P go-to point as well as a point far off the map, so that being in jail gives a negative point every 30 seconds or so and forces the robbers to open the entrances to the jail. The objective in this game (for the defenders) will be to keep the V.I.P from getting killed and sent to jail or being brought to jail by the Cops. This can be achieved by making sure that the teleporter exits are always open and also by killing a Cop trying to bring a fellow robber into jail. The jail will probably be a blocked off part of Rat's Nest, Foundry, or The Pit. It will have a teleporter in it which leads to another point on the map, which there will probably be more than one of to prevent camping. This exit point will have a crate or a bunch of pallets on top of it which have to be moved/destroyed in order to allow jailed defenders to escape. The jail will have a teleporter allowing surrenderers to go inside. I will probably give the cops an enhanced motion sensor to make sure that the robbers are always on the move. Being killed as a robber will send you to jail, which the V.I.P will periodically get point loss for being in. the jail will be an area such as the tower top in The Pit, the sewer area in Rat's Nest, or a forged area in Foundry. Being killed as a cop will send you to the Police station, which will be a safe area to spawn, such as the observation room on Rat's Nest, the top floor of the base on The Pit or a forge created room on Foundry. I may decide to make the robbers have one life, I am not sure how this will work as I haven't been on Xbox in the past week due to router troubles. Suggestions on Posting Replies that Will Help Me Make this Idea Better 1. If anyone had posted this idea before me, please tell me so. 2. If you have not read the above paragraphs you a) Fail. and B) may think this is a clone of Jailbreak CTF created by TheYavimayan and TrueDarkFusion. It is not, I have for a long time had the idea of workable forged Cops n Robbers in Halo 3, the idea of how the jail works with teleporters in closed off areas is their own, and partially inspired me, and I am not copying, but simply trying to work up from their original idea. 3. Any and all feedback is appreciated, except negative feedback for the sake of being negative, this isn't the bungie forums people, save it for your therapist.
I like the Idea... What if you make it so that the Robbers have to Sneak out of jail? like its a box and they have like 3 ways out... if they work together... also i think maybe there should be more than just a killl objective... why not a Ctf thing?
thanks for the input, and it's not a kill objective in the V.I.P variant, in fact killing is what the cops don't want to do, they want to trap the enemy V.I.P, first and foremost, killing the entire other team is difficult for the cops, but if accomplished, is a round well won. the problem with a C.T.F, bank robbery style is that, I don't think that you can give attacker/defender traits, I think that's limited to V.I.P and territories, but if anyone knows that I am wrong, please say so But the idea that the robbers can sneak out even if they are all trapped is one that i will look into, and see how it works, I'll have to make sure it requires a lot of teamwork and make sure that only one robber can escape at a time, making it so that the lone escapee has to free his captured teammates. Like the idea though
Okay, I'm probably going to start working on this over the weekend. If you would like to help me build and test it: GT: Turbo Gerbil604 send me a FR and a message, or pm me, or just respond to this topic like Go43R