Buggy Loop
Member
How about something more grandiose and never been done before?
Can I just spit out an idea like that?
Imagine a multiplayer map which is a full ring of Halo. Not a maps separated, not zones with a few square kilometers. I said THE FULL HALO.
Ok, maybe not a lore accurate Halo because that is too big, but you know what I mean, a damn big map.
A persistent world with tens of thousands of players using server meshing, which UE5 now apparently supports from the Pax Dei demo showcased a week ago.
Go Planetside 2 on it. Both sides, covenants and marines, fighting for territory. Map can notify you and push you into hot zones like planetside 2.
The flood. It could be triggered by enemy teams close-by a contested zone and let it spread, but these fuckers could maybe also spread on the wrong side. It would not be predictable. Players to stop the spread could detonate a portion of their controlled zones, it would require to go inside the structure and would be an adventure of its own, maybe having to fight against Forerunner AI sentients. It would be a measured sacrifice, trying to push back to save one zone could also mean it spreads to a 2nd one and you lose more.
Knowing that you could make an excursion to liberate the flood on enemy territory and maybe even close to one of their stronghold, the enemies might even have to defend entrances to the flood containment.
If you sacrifice a region, they blow up a chunk
Every players would see the damage from afar
Until maybe after days of factions fighting, it ends up like this.
Always shortening, pushing players close and closer together until it feels like a battle royal.
Like planetside 2, there would be side objectives outside of the all end war. Rewards for a team to capture as much territory for your faction and hold for a certain amount of hours. Directives that makes you do things in a certain order to gain rewards, weapon upgrades, etc, squad/platoon leading like an RTS, except you aren't giving orders to bots, but to human players. Resources/base building management, where it would give you the necessary means to build tanks/flying ships, launch pads to target a far region of the ring.
When the ring has one faction remaining, they win. Starts the map again.
Keeping status quo for Arena MP otherwise feels circa 2000. Are we doing this again? I've seen enough of that MP recipe. There's a lot of alternatives nowadays that compete directly against that. They would not make a blip on the radar.
Just imo, but I can't believe an arena shooter MP would even wow anyone by 2026.
Can I just spit out an idea like that?
Imagine a multiplayer map which is a full ring of Halo. Not a maps separated, not zones with a few square kilometers. I said THE FULL HALO.
Ok, maybe not a lore accurate Halo because that is too big, but you know what I mean, a damn big map.
A persistent world with tens of thousands of players using server meshing, which UE5 now apparently supports from the Pax Dei demo showcased a week ago.
Go Planetside 2 on it. Both sides, covenants and marines, fighting for territory. Map can notify you and push you into hot zones like planetside 2.
The flood. It could be triggered by enemy teams close-by a contested zone and let it spread, but these fuckers could maybe also spread on the wrong side. It would not be predictable. Players to stop the spread could detonate a portion of their controlled zones, it would require to go inside the structure and would be an adventure of its own, maybe having to fight against Forerunner AI sentients. It would be a measured sacrifice, trying to push back to save one zone could also mean it spreads to a 2nd one and you lose more.
Knowing that you could make an excursion to liberate the flood on enemy territory and maybe even close to one of their stronghold, the enemies might even have to defend entrances to the flood containment.
If you sacrifice a region, they blow up a chunk
Every players would see the damage from afar
Until maybe after days of factions fighting, it ends up like this.
Always shortening, pushing players close and closer together until it feels like a battle royal.
Like planetside 2, there would be side objectives outside of the all end war. Rewards for a team to capture as much territory for your faction and hold for a certain amount of hours. Directives that makes you do things in a certain order to gain rewards, weapon upgrades, etc, squad/platoon leading like an RTS, except you aren't giving orders to bots, but to human players. Resources/base building management, where it would give you the necessary means to build tanks/flying ships, launch pads to target a far region of the ring.
When the ring has one faction remaining, they win. Starts the map again.
Keeping status quo for Arena MP otherwise feels circa 2000. Are we doing this again? I've seen enough of that MP recipe. There's a lot of alternatives nowadays that compete directly against that. They would not make a blip on the radar.
Just imo, but I can't believe an arena shooter MP would even wow anyone by 2026.