1. Action Sack Gametypes

      written by Ray Benefield
      Wasn't really in the mood to write the forge lesson today, so I'll write it tomorrow. Don't you worry folks. ;) Yesterday the weekly update came out so I wanted to talk about the new Action Sack gametypes that are coming out as these have unique capabilities that we don't have access to. Maybe as a community we can make something crazy creative out of these new capabilities. I'm gonna try to keep this short so I can finish up Birthright for playtesting tonight. If you want in invite and you aren't on my friendslist, then hit me up with a msg and I will invite you. On to the gametypes.

      Power Slayer

      This Slayer gametype is designed to allow players to gain special traits based on the types of kills they perform. Currently there are traits for Basic Kill, Melee Kill, Assassination Kill and Headshot Kill. Each time you perform one of these kills you will gain the traits assigned to that kill for 10 seconds. Killing another player during this period will refresh your timer back to 10 seconds and extend your powers. You can also chain them together to gain multiple types of powers, so if you Melee Kill a player and then Headshot Kill a player before your timer runs out, you’ll gain the traits of both kill types. We haven’t finalized the default traits for each kill type yet, but these will also be configurable in custom games so you can create your own!

      So Power Slayer seems quite interesting. I'm hoping that in the future they extend it with more options like Splatters, Sticks, Sprees, etc. The fact that the player traits stack are also quite interesting. When trying to create a new creative gametype, you want to try to look at the "new" mechanics that are available and try to pair and mix and match with current mechanics. Like what happens when we tie together an assassination with adding camo abilities? While that is a minor synergy exploring combinations like this can help you find something completely unique that can't be created with anything else. The player traits stacking can also be an interesting mechanic to work with. What if you started with 0% melee damage then got a regular kill that got you 300% melee damage then you got a melee kill in that time which gave you max weapon damage to go on a crazy spree where you have crazy instant kill? The possibilities can get really crazy and I want you guys to try to think of some crazy things we could do to take advantage of these new settings.


      The idea of this gametype was based on Stockpile and allows players to carry multiple flags on their back while still using weapons, vehicles and equipment. When a player touches a flag it will automatically attach to their back and will only drop when they are killed. Flags can be assigned different point values which are displayed above the flag in your HUD. Flags which are worth more than 1 point will be larger and on fire as well. Delivering the flags to your Speedpile goal zone will instantly score them and cause the flags to respawn at their original location. This is not a Stockpile variant, so if you want to setup your own maps to work with the gametype you’ll need to Forge it using the Speedpile game variant to have access to the appropriate labels.
      This one is pretty simple, it’s a CTF variant which allows you to carry the flag on your back at all times. Just like in Speedpile, you can still use weapons, vehicles and equipment without dropping the flag. It’s worth mentioning that the only way to drop the flag is to either score or be killed, so make sure you want to carry the flag as long as possible before picking it up, you can’t pass it off to a teammate without sacrificing yourself. This game variant will work with any map which is already setup for CTF.

      These both work off of the same mechanics so let's run with these. What are things that you can't normally do when holding a flag in CTF or Stockpile that we can now try to do with the speed versions? Using something like Armor lock with the flag on your back is something interesting. Speedpile also allows for different point values for different flags. The most obvious is to reward more points to harder to get flags. But what other reason would you want to give a higher value flag? I'm just trying to spark your imagination. If you come up with something don't keep it a secret, because if you share the secret everyone can help you improve it and if I know that you started the idea if anyone steals it I've got your back. ;) lol... What kind of ideas do you have with speedpile/speedflag? Speedpile reminds me of a quirky version of Headhunter. So something I was thinking about was pairing the gametype with a late spawning goal that covers the whole map like I did with Hoarders. The main difference would be that instead of getting skulls from players you get them from on the map and then you have to steal them from other players and that there are only so many on the map. This could lead to quite an interesting gametype.


      In this gametype, Golf Balls spawn on specific points and players use Gravity Hammers to hit them towards a board which has multiple goals that each have different point values. The map we setup was one we found in the Community and we mirrored it so each team of 4 is back to back with a barrier preventing them from interfering with each other, unless of course you’re playing HammerBall Xtreme. The goals are created by team specific hill markers labeled as goals with spawn sequencer set to the point value of the goal. If the Golf Ball reaches the goal, it will be scored and your team will score points equal to the score specified in the object properties. This brings me to our next gametype… Hockey! Hockey uses a game variant of HammerBall and is played on a hockey rink map that we found in the Community as well.

      This is interesting. You can make specific points where golf balls will spawn and if they hit a goal you get points. Well the first thing that stands out as unique is the fact that you can spawn golf balls onto the map. What if you can spawn a HUGE number of them like 50+? And you can set the points value for the goal points. What is an interesting way to get those golf balls to touch the goal points instead of just hitting them there?


      FuN Fortress said...

      Speedflag is basically CTF Unreal Tournament-style. Which is amazing.

      ExternalMemory said...

      Forced base and trait colors is going to be necessary in Power Slayer, of course, for the traits that aren't immediately discernible, and so players' armor colors don't interfere.

      ExternalMemory said...

      On power slayer, giving different kinds of negative traits for certain kinds of kills would be interesting. A one-hit kill sniper game where waypoints would be visible every time you make a kill (but not a headshot) for example.

      The_Ardly374 said...

      And I finally have a reason to come back...

      Noklu said...

      So you'll WRITE the forge lesson tomorrow, RIGHT?


      I'm really excited for these gametypes. I mean, really, really.

      Dj7291993 said...

      Well, with the hockey gametype, if you could give them no weapons, or at least, weapons that won't effect the ball, you could make soccer. Or, you could make some long range games, like rocketing or sniping the ball to the goal from a box, where you could see the ball and field, but not the other team. Also, don't mean to sound like a newby, but will these new gametypes be automatically added, or do we have to download them? And, if so, where would I pick them up?

      Time Glitch said...

      And with Speedflag, I have reason to return to Reach customs.

      I will be doing something once this gametype is out. Count on it.

      GodlyPerfection said...

      @Glitch Care to share your ideas. Keeping secrets, as I've learned, can only hold back the potential of an idea. Maybe we can help you develop your idea further or your idea could inspire others.

      @DJ those ideas do sound pretty interesting, but they still feel kind of obvious. As for getting the new gametypes you have to play them in matchmaking and then download them from the temporary history.

      @External I like the idea of a snipers gametype to where you get punished for not getting a headshot, but you can still recover from it. It sounds quite interesting. I've had these gametypes rolling around in my head for a bit, hopefully sometime soon I can come up with something very interesting indeed.

      Dj7291993 said...

      @Godly Ya, they were just off the top of my head. I'm sure there is a LOT of potential here. Just had me thinking about all of those sports that everyone has wanted to make, but couldn't. Also, you may be able to make actual golf games now. To bad we can't get our hands on these yet to start making them.

      Noklu said...

      I thought of a possible speedflag gametype: Two classes of people, one with flag one without. The ones without are harder to detect and more lethal, while the ones with the flag are faster...Then you have to collect the flags while avoiding the super deadly assassins. This would probably work better with teams...

      A simple hockeyball gametype would bring back the VIP game...i'm not sure about this one

      For power slayer, what if you had certain kill types worth much more than others, but to reach the high weighted kills, you had to develop through a system?
      (shooting unlocks melee which unlocks something else)
      That basically is slayer with combos.

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