Trifle10 Posted June 30, 2013 Report Share Posted June 30, 2013 what if the points needed for ordnance was shared by the team and each ordnance choice rotated for different team members and there was a cooldown time so everyone gets a choice example say the points needed for team ordnance was 300 each team member gets varied kills and contributes to the points when the points are met, the first choice is given to a random player after they select, 3 new choices appear for some other random team member the choices cycle for the next player until everyone has picked the team must earn more points if they wish to get more ordnance *after you select your ordnance, you must wait until new ordnance is earned and the choices cycle to you 2 things im also considering what is the allowed timeframe to choose an ordnance before it cycles to the next team member? what happens if a team member declines their ordnance turn? there will be a reasonable time set to every teammate to decide if they want one of the choices or to decline. if a player is experiencing lag, they will have to make a decison when they have decided if a team member declines, or "passes", their turn will pass to the next team member. if the last chosen team member declines, the ordnance turn turns into a few points (say the amount of an assist), the points will go towards the next ordnance choices so what do you think? do i need to explain anything even more? Quote Link to comment Share on other sites More sharing options...
Delpen9 Posted June 30, 2013 Report Share Posted June 30, 2013 It sounds like you want an ordnance checkpoint system where the team itself gets the reward no matter how much contribution certain members gained. Your idea was a little poorly worded but i think it would be nonsense for the to have to wait for the other to pick their ordnance. Also, it seems like it should have a timer on it. This would be interesting in custom games. You could have a team deadline to get the team ordnance or pass it and not get it at all.(200 points in two minutes) There could be a set time(first 2 minutes of game) or randomized(2 minutes of any time during game). Also, what would happen if you already have an ordnance and you get a team ordnance? Quote Link to comment Share on other sites More sharing options...
Trifle10 Posted July 2, 2013 Author Report Share Posted July 2, 2013 just working around with ideas or "blueprints/brainstorming" It sounds like you want an ordnance checkpoint system where the team itself gets the reward no matter how much contribution certain members gained the rotation list can go from those who contribute the most to those who gotten 1 assist. i would say for it to skip those who havent even moved but then complaints would come in of how that's not fair. say 2 players are tied evenly, the rotation would choose either or then move to the other one Your idea was a little poorly worded yea...when i get a "seemingly" good idea, i have a very hard time explaining it or the writing doesnt get the full effect that my mind came up with This would be interesting in custom games. You could have a team deadline to get the team ordnance or pass it and not get it at all.(200 points in two minutes) There could be a set time(first 2 minutes of game) or randomized(2 minutes of any time during game) the timer idea would be a great feature. too bad that not everyone can get a custom game lobby going what would happen if you already have an ordnance and you get a team ordnance? like i said above... if a team member declines, or "passes", their turn will pass to the next team member. if the last chosen team member declines, the ordnance turns into a few points (say the amount of an assist), the points will go towards the next ordnance choices ...you have the option to either choose something or pass (up arrow) Quote Link to comment Share on other sites More sharing options...
Delpen9 Posted July 2, 2013 Report Share Posted July 2, 2013 ok.... so the team players with the most contribution get the choice first and the best choices or do they get the choices first. also, is there a point exchange modifier so that the people with the either ordnance and time can be exchanged for more points? Quote Link to comment Share on other sites More sharing options...
тυcкєя Posted July 2, 2013 Report Share Posted July 2, 2013 Umm this idea is a good one. But, that would just make it that much easier to get a powerful weapon. I'm sure if they decided to do it in Halo 5 everyone would complain. Only because, they think it's not fair. The only reason this would not work. Is because, just think this to yourself. Would it make slayer fun to play? Not entirely. For some people it might be because, they are not the greatest at Halo like others. Nice idea though. Quote Link to comment Share on other sites More sharing options...
Victory Element Posted July 3, 2013 Report Share Posted July 3, 2013 I'm not so thrilled with this idea. I can see that intent is to encourage "teamwork" in a sense and limit the amount of ordinance weapons on the battlefield. There is a major flaw though, at least in my opinion. Why should the player with 2 kills receive ordinance while his teammate with 15 kills is rewarded with nothing? One player worked hard to earn his points, but the teammate that is least contributing gets the reward instead Quote Link to comment Share on other sites More sharing options...
Trifle10 Posted July 4, 2013 Author Report Share Posted July 4, 2013 ok.... so the team players with the most contribution get the choice first and the best choices or do they get the choices first. also, is there a point exchange modifier so that the people with the either ordnance and time can be exchanged for more points? the ordnance would be as follows (60% non power weapons, 40% power weapons; or some similar balanced system so rocket launchers are not as common as frag grenades) it all would depend on how much the specific ordnance is worth points-wise. i still dont have it worked out* *say everyone passes their ordnance turn and their turn points are put towards the next cycle. since every choice adds a good amount of points, when the last player passes, the next cycle starts.** **however, say you pass on your turn cycle, the points would be a single value and team members would have to work for the next drop Quote Link to comment Share on other sites More sharing options...
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