Unbalanced Teams in Invasion - Can It Be Done?

Discussion in 'Halo and Forge Discussion' started by ♥ Sky, Mar 18, 2011.

  1. ♥ Sky

    ♥ Sky I Beat the old Staff!
    Senior Member

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    I was sitting around last night eating my dinner, watching the Radio 1 record attempt at the longest rafio show, when a random thought popped into my head.

    And this got me thinking, what sort of gametype would I need to create and how would I go about creating it? What would I have to do to make it so that the smaller team is not out gunned and cannot win without a miracle?

    These are my ideas so far:

    The Attacking team will be the smaller team, but they will have much better loadouts than the defenders.

    The defenders will be much weaker (traits).

    There will be no vehicles on the map (maybe mongooses), as if the defenders got their hands on one, they could dominate the attackers.

    The map will be small, to allow the attackers to plan their attack.

    The defenders will spawn a fair distance (not too far though) away from the objectives, to stop a constant barrage of defenders, to make them think more tactically about attacking the attackers.

    The attackers will not spawn with power weapons, but they will be given a selection of weapons to choose from when they spawn, but these weapons will be limited to one use each.

    The defenders will not spawn with any grenades, to prevent the dreaded grenade spam tactic that we all hate.



    Leave your comments and ideas below, I am open to any relevant ideas.
     
  2. pyro

    pyro The Joker
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    I actually like the idea of unbalanced teams, you could have three teams of four and play three rounds of one team attacking against the other two teams or vice versa. I think it might be better to have a larger number of attackers, because if the attackers are overwhelmed, the defenders will likely run in and steal their weapons and vehicles, whereas the defenders are supposed to get overwhelmed. There's also the issue of a large number of defenders having nothing to do because a defender's primary role is to sit back and kill the oncoming attackers, while the attackers are more focused on evading fire.

    The catch with setting up is that loadouts are the only things you can customize for attackers and defenders.

    I'm working on a similar experiment right now with giving vehicles only to the attacking team (two wraiths three revenants four ghosts and two banshees) and giving the defenders the benefit of nearly impenetrable defenses complete with giant walls turrets sniper nests and choke points.
     

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