The BChaps Idea Thread
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I get bored sometimes and think up of some ideas that I think are pretty cool.
I like many of them and don't want to forget them....so I'll put them here.
This thread is mainly just to get my ideas out there and to be a place to store my ideas.
Go ahead and let me know your opinions and such
Any suggestions I like from you guys I will add in here in RED
Post #2 has the latest updates listed in it.
Note:
Most of this (especially gametypes) are things that I think of while typing....so they probably have some flaws that need to be fixed 
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Elimination:
Spawning/Map Set-up:
•5v5
•Same map settings as TDM
•Each team receives 2 or 3 respawns
Gameplay:
•Each kill your team gets adds 1 respawn to your counter
•Each death takes 1 away from your counter (like normal)
Objective:
•First team to be eliminated loses
Notes:
*This could make for some cool opportunities
--ex: 1v5...the 1 gets a kill, now he has a teammate to help
*This is essentially a combo of TDM and Exe/WarZone
WingMen:
Spawning/Map Set-up:
•3v3v3
•Weapons spawn after 30 sec (like in Wingman)
Gameplay:
•Each player is assigned a 'target'
--The target appears as to the player as the leader does in CTL
•You can only kill your 'target' (execution rules)
•You can't kill people who aren't your target
--but you you down them (infinite downs allowed)
•When you kill your target, you get assigned a new one
•If your target dies, you get assigned a new one
Objective:
•Be that last team alive
Notes:
*I got this idea from Assassin's Creed MP
*The last player alive for each team only has 3 downs (like standard execution)
---if he had infinite like the others, it could be boosted too much
Capture the Team:
Spawning/Map Set-up:
•5v5
•CTL map set-up
•Every Player spawns as the leader
Gameplay:
•Every player is the leader, so they all have the ability to see through walls
•There isn't a star above the leaders head (as in CTL)
•If a leader is freed, he/she dies and respawns (prevents trapped leaders)
•Each person who is captured grants your team 1 point per second
---so holding 3 leaders will give you 3 points per second
Objective:
1. Capture the entire Enemy team to win
2. Score 200 points
Notes:
*Score doesn't reset if leader is dropped
Capture the Random (need new name
): Spawning/Map Set-up:
•5v5
•CTL map set-up
•Every Player spawns as the leader
Gameplay:
•Every player is the leader, so they all have the ability to see through walls
•There isn't a star above the leaders head (as in CTL)
•If a leader is freed, he/she dies and respawns (prevents trapped leaders)
Objective:
•Capture someone and hold them for 30 seconds
Notes:
*Captured people still have the struggle ability
Guardian 2.0:
Spawning/Map Set-up:
•5v5
•Same as Guardian in GoW2
Gameplay:
•Same as GoW2 Guardian (with change below)
---If you kill the enemy leader, your leader respawns (and in-turn, your team as well)
Objective:
•Eliminate the opposing team
Notes:
*If your leader is dead and it is 2v5, you must strive to kill the enemy leader
----if you do, they no longer have respawns, and your team gains the ability to respawn again
CTL 1.5:
Spawning/Map Set-up:
•5v5
•Same as CTL
Gameplay:
•Same as CTL (with change below)
--Every 3 times the Leader is freed, the person who freed him/her becomes the leader
---if said person is dead, once they respawn, they are leader
---once leader is freed for the 3rd time, he/she dies and respawns
Objective:
•Hold the enemy leader for 30 seconds
Notes:
*This would appeal to the people who constantly complain about the leader getting smoked and pick up
*Maybe change so that the leader only changes if it happens 3 times within 3-5 minutes...
CTL 2.0:
Spawning/Map Set-up:
•5v5
•Same as CTL
Gameplay:
•Same as CTL (with change below)
---When your leader is taken, your team only has 5 respawns left
---When your leader is freed, you get your respawns back
Objective:
•Eliminate the opposing team and keep their leader captured
Notes:
*This version of CTL seems like it would appeal more to the 'We Want Guardian' people
Territories (still needs some work):
Spawning/Map Set-up:
•Each team (5v5) spawns on opposite sides of the map
•Each person has $1000
•On the map are some horde fortifications (turret, sentry, fences, dummy's), all horde outposts, and all horde weapons
Gameplay:
•Each kill you get gives you more money (assists give you partial money)
•The longer your kill-streak, the more money you get for the kill
----1-$200....2-$500...3-$1000...then increases by $250 each time after that ($1250, $1500, $1750)
•If you want a weapon on a map, you must buy it
•If there is an un-bought outpost, you can buy it (each outpost = $2000)
•If the enemy has an outpost that you want, you must destroy all fortifications from the outpost before you are allowed to buy their outpost ($3000)
•Wingman/KotH spawns are used to prevent trapping
Objective:
Not sure which to go with:
1.Capture the other team's base (destroy all fortifications from the enemy's original base and purchase the outpost)
2.Conquer the map(destroy all of their fortifications from all of their bases and purchase all outposts)
---First team to own all outposts
Notes:
*fortifications would have less health than in Horde...or else they would be too hard for the enemy to destroy...
No HUD Shotty:
Gnasher Only Playlist with HUD disabled
No HUD Snipes:
Sniper Only Playlist with HUD disabled and Zoom disabled
First Blood:
Execution Rules (first to 5)
First death ends the round
Kills/Assists worth 5x as much (to even out XP)
SWAT:
Stay Frosty without the HB
Flame On:
Spawn with Scorcher and Flame Nades (with weak planed nade damage)
Scorcher and Flame Nades on map
Pistol Time:
Spawn with all 3 pistols and a smoke (smoke tag for DBNo disabled)
Ammo for all 3 pistols on map
Wild West:
Spawn with boltoks only
Boltok ammo on map
Frags in some places on map
Foreshadowing:
All players spawn as Kim and RAAM
Alpha TDM with Execution rules
GoW2 weekend:
Horde: all weapons are free, you never get money (no buying fortifications)
MP: -all maps have GoW2 weapon spawns
----- Gnasher, HB (zoom disabled), and Lancer start choices
----- Classic maps occur 2x as often
FFA: Weekend
Either 8 or 10 people per map, start with Gnasher only
FreeForAll gameplay
15 sec spawn protection at the beginning (to allow people to get to parts of the map to start
Either 5 respawns (execution rules) or no respawns (execution rules)
Fiesta
TDM, KoTH, or FFA
Weapon spawns on map are random
Loadout is random each spawn
Vulcan Fury:
TDM
Players all spawn with Vulcans (like the easter egg on BulletMarsh)
Fight Club:- taken from another member
FFA
Either Instigib Melee on (and no ammo for weapons)
or Spawn with Cleaver (no ammo for weapons)
Just Keep Digging: get a digger kill from over 100 yards away (hail marry with a digger)
*I stole the idea from another member (from one of the Q/A threads)
Stopped: headshot an opponent as they are sliding to cover
Burn out the Day:most fire kills in a round
Burn out the Night:most fire kills in a game
I'm Burnin' for you:most fire deaths in a game
(these last 3 were Blue Oyster Cult references for those who didn't know)
That's Gnashty: most Gibs in a match
Stranded Map Pack: 1200msp
Maps: (probably pick 5) these are the ones that I feel fit 'Stranded'
* = the ones I want most
** = the one's I think fit best
•Fuel Depot* **
•Nowhere* **
•Old Bones* **
•Fuel Station**
•Day One **
•River*
•Mausoleum*
•Gold Rush
•Hail
Characters:
•Chaps 
•Hanley
•Franklin
•Teenager Jace
•Some Female Character (make one up)
Weapon Skins:
•Rusty - Beat up, some yellow/orange rust flakes, some duct tape on it
•Chaps - black gun with Red 'Chaps' written on it
•Griffin - black (or red) gun with gold 'G' on it
•Hanley - black gun with White 'H' (or maybe 'Hanley') on it
•Franklin - black gun with Red 'F' (or maybe 'Franklin') on it
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