Uprising could have multiple access points to trigger capture or even the ability to control the games, like seen in other popular games like Battle Field. In Battlefield there is a proximity near the capture area and the more players the faster the capture. One captain that captures can sometimes be annoying. I would love if any user could capture just at a much slower rate.
Also, if there were objects that were explosive but included as a trigger for game modes this could also be useful. Image a game of Uprising where instead of killing the captain you instead blew up an object, container, building, or even a silo. By having a number of ‘objective objects’ for the player to use, it could make for some interesting matches. Protect the core and capture stations for example.
Capture the Diamond consists of picking something up and returning it to another area. If the object didn’t need to be held, or only one object existed you could create some great tug of war type matches where the team battled to move something back and forth or to a final destination. I keep thinking of a number of maps for the Xbox360 where players created maps like football or soccer fields “EnDzOnE” by Erock is a great example instead of two diamonds (flags), have one. Like the skulls in Halo, let the player pick it up and run with it, or drop it. It could roll or bounce or be thrown, hell give it physics. What about creating an object that can be moved quickly in a car like a jeep but slowly on foot? Or objects that must be carried by two characters at once. That could expand gameplay with the option to have any or all of the above as definitions for a number of objects. Escape maps would complicate a hundred fold and there could be endless possibilities for new puzzles. “Simple Wigs Mind”, remixed. There could be pieces that become fences, window covers, staircases, bridges. Wrap your mind around the idea of Modular building materials in the Editor AND in gameplay.
More expansion if I may, what if the players could pick up other pieces and combine them, like a fence piece strengthening the outer shell of a jeep on the fly so it’s not breaking when you fly over small rocks. Or picking up a turret gun which makes you move slowly but having the ability to switch it out with the gun on the back of a jeep! Removing the ammo from a similar gun turret could make jeeps mobile ammo supplies. That could be combined with the idea from above, have an objective object like a coffin box that can be moved by one player slowly, two players faster, or mounted/placed in a truck and driven around. What if the players don’t capture uprising points, the object does, and instead there are two capture points for each team like a double game of Capture the Diamond with one diamond for everyone to fight over.
AI in the mix, well we know everyone wants AI. Allow the movement of the AI to be defined after a couple of games where real players fight. Like an old cartridge or arcade fighting game where the AI learns to move from what a real player has already done. Package it with the map files and store it on the Server. If a player went in the building then the AI can too. If the player was able to get out of the water, let the AI do the same. Maybe that doesn’t sound good enough, try volumetric areas the mapper defines where the AI can move around. Like Occlusion blocks but simplified boundaries for the AI to use for path finding.
Let the players improvise during the game. Maybe they take the top of a garbage can and hold it like a shield for extra protection, or swing fence posts like baseball bats, use the loose shrapnel of a fresh grenade blast as ammunition for a shot gun spray on a cross bow. Is anyone with me? Character customization. Let me choose my six, race, clothes, tattoos, affiliations, weapons, states, etc.. In game, let me pick up the secondary weapon of a fallen comrade or foe. Give me bands of ammo rolling off my chest as I wear the enemy flag as my cape, charge back to my gun blazing teammates with blood thirsty enemy hunting hounds nipping at my heals!
Allow levels to be played with one team as both sides like rounds, eliminating any cry for mercy on a D-Day Map. There would be no worry of balance because of the multiple rounds.
Now take everything I said and allow it to be ‘Missionized’ Let the players get an object and move it to another area, then capture multiple areas and finally blow up a location. Stack modes to create missions by creating a system where one objective is possibly capturing an area, then the next objective is delivering an object, and the third is destroying all opponents. Or separate them in a level like “Dismalland” by Enfadel. You could have a number of players on the soccer field trying to score, while others race around the roller coast track, while even more protect the haunted mansion, theater, or dunk tank areas. When it is all done, they all meet at the Ferris Wheel and blow the meat puppets to smithereens.
This time I talked about gameplay ideas, maybe my next novel should cover level creation and advertising tools for the community? If anyone is interested just let me know.
I could keep going and going…