1. Hoarders

      written by Ray Benefield

      By: GodlyPerfection, Sotha Sil156


      Hoarders is a new standard gametype created by two of the best gametype creators out there, GodlyPerfection and Sotha Sil156. The goal is to hoard skulls until the end of the round in order to score points. Because you don't know how many skulls each person has, you are always gambling what you have in order to improve your chances of being in the lead. The game encourages stealthy gameplay with the addictive feel of gambling what you have to get more. Read on for a video of gameplay, screenshots, and the download for the gametype and some maps.




      Gameplay


      Hoarders is a game that gives the true gambling feel to players. All players run around with good active camo as a trait. Each player takes pretty much one shot to kill with Sniper Rifles and Assault Rifles. There are 3 rounds at 3 minutes a piece. The drop (collection) point for the skulls, however, does not spawn until 10 seconds before the end of the round and it covers the entire map. The goal is to collect and hoard skulls until the drop point spawns and to have the most total skulls at the end of 3 rounds. The catch is that there are no waypoints over players telling how many skulls they have, so you never know if you are in the lead or not. So if you have 5 skulls do you camp and play it safe until the drop point spawns, or do you risk the 5 skulls you have to go hunt for more to improve your chances of winning? Players have normal radar to help people find other players when they have no skulls, but when you have skulls your radar disappears to make camping more difficult. Players also have limited evade to help them get in and out of an area with skulls in it. Use your evade wisely... you show up on radar whenever you evade and your camo is slightly lessened. You may think that you can just camp out, but how do you know if you are going to win? When you have no skulls you have to go hunt for some. And when you have few, you risk not having the most... so you are always encouraged to stay active. Here's a preview of a single round of Hoarders to help you get the feel for it:



      Tactics


      Wanna get the edge up on the competition? Here are some tips to help you become the ultimate predator. Don't always race out to get skulls when you see them. You never know who may be watching the same skulls. On the flip side you can use skulls as a trap and lure unsuspecting victims to not only increase the number of skulls in the area, but to also strip them of all their skulls. Toggle crouch is almost a must as it is typically a crazy idea to run around standing up since you have less camo because of how fast you are moving. Watch and avoid special effects and glass reflections. It is easier to spot camo players that are on water, in front of smoke, or sitting in front of glass. Don't be afraid to execute a full assassination to rub your dominance in your opponent's face. You return to camo as you are executing the assassination. Also don't always feel like you need to evade to get out of a dangerous area. Sometimes it is better to just slowly move around while you are being shot at. Because evade lessens camo, it could possibly make it easier for your opponents to hit you. Remember that 10 skulls is max and you should probably not be hunting since you can't get anymore. Of course it doesn't hurt to rob others of their skulls. Use those last 10 seconds as your bragging time and have fun.

      Sniped...


      Setup your own maps


      Making maps work for Hoarders is easy. All you have to do is make a drop point that does not spawn at start and has a 180 second respawn time. Make sure it covers the whole map. As a tip, you can just lower the radius, top, and bottom stats to their minimum and then lower it one more time to get the maximum number of 109.9... or something like that. It's easy to make any map compatible with Hoarders. We have found that for beginning players, flatter maps like Powerhouse and Asylum work best. However if you want to mix things up a bit give more vertical and open based maps a try for some crazy cause... Countdown and Reflection work great for veteran players. Feel free to setup any of the default maps or any maps period to work for Hoarders, to give your custom group some new environments to hunt in.

      *sigh* No more skulls for me...


      Enjoy and Share


      Now go out and hunt your friends. Share this with everyone, tag it, like it, and whatever. Feel free to post it wherever you want with full permission from it's authors. As long as you give us credit. Keep an eye on the fileshares of GodlyPerfection and Sotha Sil156 for other unique and innovative gametypes. For all you know you may be missing out on the new Conquest. ;)

      Knifed even in camo... lol.



      Wanna see some of my other works? Check the My Creations page...

      17 comments:

      anANGRYkangaroo said...

      Thanks for all the advice guys :) i think im going to give the ball carrier 3-5 seconds of invinceablity and a never recharging sprint at the beginning... if thats possible... so they can get the ball and get slightly away before getting killed.

      Sotha said...

      Actually, Godly, in the majority of your suggestions concerning using large radar fields to make the general, but not exact locations of invisible players known in order to reduce camping, but not render the invisibility worthless, you suggest a 150 metre radar, but from personal experience, I feel that that is much too large, and any players close enough for knowing their general location to matter, appear much too close to the center of the radar for it to be easily readable. Therefore, I suggest a 75 metre radar instead.

      The_Ardly374 said...

      Which is why I said adjust from there. :P

      The_Ardly374 said...

      I think I played this game once with that Godly Perfection character, did you steals it from him?

      Serious: I've heard some chittity chats about variants on tactics and hoarders, and they sound quite intriguing. I'll let you know when I find out more, they might be worthwhile additions for keeping things fresh.

      Legolum said...

      You used a picture of me >.> I demand credit!

      jk. Only played 2 games of it... ever, and its a pretty good gametype, however personally I prefer normal headhunter, although this is nothing like it.
      I have fun playing it, however your other gametypes are much better in my opinion (: keep it up godly.

      The_Ardly374 said...

      Pshhh, I must have died like 30 times out of the dozen or so games I played of this, which means I contributed hundreds of pounds of flaming skulls that you smashed into mortar to make this thing's foundation. I expect a high five.

      Serious: Just thought about it, I feel that a map or two crafted specifically for use with this game type would be great. I'mma put up some sketches on mah blog so you can see's em GPiddly.

      Sotha said...

      Nice write up. I like the video. Curse you for stealing my five skulls! I call Karma on you.

      The three screenshots you used work well, though I of course am going to use a few more than that.

      I think you should rephrase:
      "Players have normal radar to help people find other players when they have no skulls, but when you have skulls your radar disappears to make camping more difficult."
      - to -
      When they have no skulls, players have normal radar to help them find others, but once they do have skulls, their radar disappears to make camping more difficult.

      SmartAlec13 said...

      Ive played this gametype a lot, and having discovered/whored a few problems (Unlimited Evade AR Spam Scramble, RIP) it was a fun ride. Glad it is finally published.

      GodlyPerfection said...

      Thanks for the comments as usual peepz. ;) Anyways, fellow RPers, you guys should help me keep the BNet thread alive. It will help bring more people over here. You guys wanna take turns keeping it up? Make sure to save it and reply to everyone who replies to it. We are going to take over the whole forge community with our teamwork... MWAHAHAHAHA lol... but seriously. Go keep it alive. Remember intellectual comments... no mindless bumping.

      http://www.bungie.net/Forums/posts.aspx?postID=51653507

      anANGRYkangaroo said...

      Hoarders gives me an idea for another gambling gametype... Something alone the lines of everyone without the ball=Invinceable, and invisible.... ball carrier= Weak, and visible, waypoint above head... So carrying the skull and getting points makes yourself known, and every second you hold onto the skull is a risk. One life per round, 3 rounds.

      Smartalec13 said...

      That sounds too overpowered. Carrying the ball would be pointless. You get the ball, you hold it for maybe a second before you die from the unseen invincible players. It is an interesting idea, but it would need to be toned down a lot.

      anANGRYkangaroo said...

      I know I would have to tone it down but that is just the first idea that came to mind... once im actually back on reach ima play around with the options to get something similar that i like

      The_Ardly374 said...

      Start your testing with ball carriers being invisible, but with 200 damage threshold, and the others visible, but faster, 75 percent damage, and invincible. I would say adjusting from there would be much more conducive to the game feeling fair.

      GodlyPerfection said...

      That may make it too easy to hold the ball though. What you could do is keep the invisibility on the ball carrier but give everyone enhanced 150 meter radar. That way they can never pinpoint the location of the ball carrier, they just know the general direction of the carrier. So they have to use the radar for general direction/location and actually have to use their eyes to hunt him down.

      Anonymous said...

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      Anonymous said...

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      Mrgreen Withagun said...

      This should be in action sack. It is the most intense game I have ever played on Reach. It gives the player the choice of camping or making his move to improve his odds of winning - a decision that can prove decisive! Awesome strategy design!