New Game Modes:
Duel:
#1v1
#Execution rules
#10s bleedout
#First to 5 kills wins in a public match
#Score limit/Time limit customizable for private matches
Assassination:
#Not exactly new, but they should bring it back, it's not the same as Guardian, i'm not sure why it was removed.
Hardcore Gametypes:
#
Click for a detailed explanation
Onslaught:
#5v5
#Warzone Rules
#Respawns every 5 seconds
#15s bleedout
#weapon respawns sped up by 300%
#first team to 100 kills or team with the highest number of kills after 10 minutes wins
#Only 1 round per public match
#My thought process for this was: 'I like horde, but i also like killing players'
#Score limit/Time limit customizable for private matches
Anarchy:
#All v All (1v1v1v1v1v1v1v1v1v1)
#Max public party size is 3, any more would encourage cheaters too much
#Players in the same party will spawn as close to each other as possible to minimize cheating
#Execution rules
#10s bleedout
#1 point per kill, 3 points for being the last man standing, 1 point each if there are multiple people alive at the end of the round
#First person to 25 points in public matches wins
#Score limit/Time limit customizable for private matches
Hunter:
#5(COG) v 5(UIR) v Horde(Locust)
#(Players) Execution rules, 15s bleedout
#(Horde) Warzone rules, 30s bleedout
#Respawns every 20 seconds
#Players must fight over killing locust for points, whilst fighting off the other team
#1 point per locust killed, no points for killing players
#5 Points for killing the Boss - the boss could be a toned down version of Skorge or RAAM
#-3 points for being killed by the locust, no penalty for being killed by a player
#There will be 15 locust on the map at any one time, they get replaced as they die
#First team to 30 points in public matches wins the round
#Boss spawns after 10 locust deaths
#Best of 3 rounds in public matches
#Score limit/Time limit customizable for private matches
Scavenger:
#5v5
#Execution Rules
#15s bleedout
#Respawns every 20 seconds
#Teams must hunt for Cog Tags to score points
#Players will have a pointer smilar to the one used in Guardian/Wingman/Annex/etc to guide them to the tag
#Each Cog Tag is worth 1 point
#Only 1 Cog Tag on the map at any one time
#A Cog will spawn when the previous one is found, or a minute has passed since the last Cog spawned.
#No points for killing players
#First to 5 points to win the round in public matches
#Best of 3 rounds in public matches
#Score limit/Time limit customizable for private matches
The Man With The Golden Shotgun (Private rooms only):
#Homage to 'Goldeneye' on the N64
#All v All (1v1v1v1v1v1v1v1v1v1)
#You respawn 10 seconds after you die (So people don't spawn on top of each other)
#Warzone rules
#One player is randomly chosen to be the 'Man with the golden shotgun' (TMWTGS)
#This player will have 300% of a normal players health, and is immune to all 1-shot kills (headshot/chainsaw/fragtag etc), can be downed infinite times, has a 10s bleedout and must be executed in order to die
#This player will do 300% damage
#All other players have normal stats
#The player that executes TMWTGS will explode, then respawn as TMWTGS
#This is a continuous gametype for fun only, and it has no real end, therefore is only for private rooms
Never Ending Horde:
#A new version of horde that goes on forever, and has no rounds.
#Allows 10 players to team up against the horde (This may seem like alot - but it will be needed)
#An Algorithm could continuously cause the horde to get harder and harder
#Palace Guards &
Nemacytes (Gearsopedia link - contains campaign spoilers) should be added for some variety
#Nemacyst could also be thrown in, but i'm not sure how practical this is.
#Players Respawn every 2 minutes
#There are checkpoints every 5 minutes, you can start the game at any checkpoint you have already unlocked, and you will respawn at these checkpoints if you die.
#There is a points penalty if you die (-1000*number of deaths)
#Ammo boxes spwn every 6-amount of players minutes (So if there is 5 players, you'll get an ammo box every minute)
#Weapons swap every 5 minutes
#There is a day/night cycle, each day lasts 10 minutes, then it's night for 10 minutes.
#RAAM will spawn after 30 minutes, then every 40 minutes after that. He will be very similar to RAAM in Gears 1.
Pendulum:
#5v5
#Infinite respawns (timing below)
#Warzone Rules
#15s Bleedout
#Best of 3 rounds in public matches
the map is split into 10 sections, before I go any further I’ll do a diagram to explain, for this example, the map is a large rectangle. sorry for the horrible diagram:
Code:
________________________________________________________
| | | | | | | | | | | |
COG | | | | | | | | | | | |
Spawn | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10| Locust |
| | | | | | | | | | | Spawn |
| | | | | | | | | | | |
--------------------------------------------------------
I have also done an example of what Gridlock could be like:
#The aim of the game is to capture every zone, capturing is done the same was as annex/king of the kill.
#Base Respawn time is 25 seconds, and 1 second is taken off for every zone under enemy control.
#You cannot capture a zone unless you have captured an adjacent zone, for example; on the girdlock map above, you cannot capture zone 5 without owning zone 4 OR zone 6.
#The base capture time is 25 seconds, but for every zone that you own that is adjacent to the one you are currently capturing, 5 seconds is taken off, down to a minimun of 10 seconds.
#The game is won by holding all 10 zones for 20 seconds.
#If the round goes on for more than 10 minutes, the team with the most zones wins. if the number of zones is equal, the first team to capture a zone wins.
#Score limit/Time limit customizable for private matches
Alternative Pendulum:
After looking around the maps some more, not every map would support the 1-10 linear zone layout, so I think it should be changed to the map being split into 10, non linear zones.
And here is a comparison of gridlock with the old and new system:

However, I think this would detract from the feeling of pushing forward, and driving the enemy out, so the new system could only be applied to certain maps. instead of needing to own the previous zone to capture the next one, it could be changed to needing to control an adjacent zone in order to capture a zone, and the speed could be doubled for every adjacent zone that you own.
Unfinished Gamemode Ideas:
Bounty:
Similar to
this.
Draft:
Similar to
this.
New Maps:
War Machine & Fuel Depot:
Set BEFORE E-day, so War Machine will not be in ruins, and Fuel Depot could seem a bit less deserted.
Trial:
#A Large, Round map based on the court room at the House of Soverence.
#Has a large upper ring, and with 4 staircases leading down to the lower central area.
#Initial Design:
Click
#Final Design:

Interactive Powerpoint Diagram:
Download
#The darker the colour of the floor, the lower down it is
#The arrows on the stairs are pointing towards the top of the stairs.
#The bit on the left is the tunnel that leads from the top left to the centre.
#Power weapons are at top left/centre/bottom right. spawns at bottom left/top right.
Reaction:
#An imulsion research facility.
#(unfinished) Design:

#The green background on the left is imulsion, the brown background on the right is a rocky island.
#The big green tanks (there will be a third, on the second floor) are test tanks, and players will be able to move imulsion from the pool to the top tank, to the right hand tank, then to the left tank, then back into the pool using switches. The imulsion will drown any players trapped in the tank .
#Light blue = windows
#Dark blue = bullet proof windows
#Red = doors. They open automatically as you approach, but while imulsion is moving all doors are locked.
#Black = wall/pillars
#Grey = normal indoor room
#Dark Grey = cover
#Brown = outdoor bridge
#Gradients = stairs, arrow points to the top
#The darker the colour of the floor, the lower down it is
#Spawns: not decided yet
#Power weapons: not decided yet
Unfinished Map Ideas:
Salvage:
Scrapyard turned UIR manufacturing faciliy. Features moving cover.
Aspho:
Aspho Fields.
Landown:
Cemetary in the middle of Landown. Features Grindlifts.
Innards:
Inside of the Riftworm. Features all the moving/interactive stuff that's in the campaign.
Hollow:
In the hollow, featuring Rockworms as Cover and Red fruits to move them.
Armageddon/Apocalypse/Inferno:
In a city being sunk by the Riftworm.
Industry:
Set in a arms manufacturing facility, there are various interactive buttons that can spawn weapons/ammo/live grenades/other nasties or nices.
Sleeping Beauty:
Something along the lines of
this.
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