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New Game Mode ideas for Splatoon 2

Sifu

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Since this thread has been necro'd...
It's cool seeing just how many people described basically Salmon Run before we got it. Guess it speaks to the demand it filled.

@Enperry, what I've imagined as a way to have a more competitive Turf War (that isn't quite SZ) would be to have a timer (like the one in SZ), but instead of controlling a small zone, it starts ticking after you control 65% (ish) of the map. Perhaps the timer could even tick faster when you have more control over the map. That way it plays more competitivly, but has the same goal as Turf War.

I think that satisfies your criteria. Would be just as fun as Turf War and Ranked, is easy enough to learn, and utilizes metrics that are already calculated by the game, so it likely won't break and would be easy enough to implement.
 
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the

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Since this thread has been necro'd...
It's cool seeing just how many people described basically Salmon Run before we got it. Guess it speaks to the demand it filled.

@Enperry, what I've imagined as a way to have a more competitive Turf War (that isn't quite SZ) would be to have a timer (like the one in SZ), but instead of controlling a small zone, it starts ticking after you control 65% (ish) of the map. Perhaps the timer could even tick faster when you have more control over the map. That way it plays more competitivly, but has the same goal as Turf War.

I think that satisfies your criteria. Would be just as fun as Turf War and Ranked, is easy enough to learn, and utilizes metrics that are already calculated by the game, so it likely won't break and would be easy enough to implement.
I was actually thinking something like this when i read enperry’s post. Like the time starts ticking when the opponent has a “danger” tag... honestly I’m not sure how hard it is to hold that much turf for that long, so idk if the time should be 3 minutes, 5 minutes or what

A longer timer would probably be good so people don’t have to worry about the whole “everything is decided in the last 30 seconds” thing
 

Enperry

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Since this thread has been necro'd...
It's cool seeing just how many people described basically Salmon Run before we got it. Guess it speaks to the demand it filled.

@Enperry, what I've imagined as a way to have a more competitive Turf War (that isn't quite SZ) would be to have a timer (like the one in SZ), but instead of controlling a small zone, it starts ticking after you control 65% (ish) of the map. Perhaps the timer could even tick faster when you have more control over the map. That way it plays more competitivly, but has the same goal as Turf War.

I think that satisfies your criteria. Would be just as fun as Turf War and Ranked, is easy enough to learn, and utilizes metrics that are already calculated by the game, so it likely won't break and would be easy enough to implement.
I was actually thinking something like this when i read enperry’s post. Like the time starts ticking when the opponent has a “danger” tag... honestly I’m not sure how hard it is to hold that much turf for that long, so idk if the time should be 3 minutes, 5 minutes or what

A longer timer would probably be good so people don’t have to worry about the whole “everything is decided in the last 30 seconds” thing
See, I like where your head is at, but this is way too similar to Splat Zones.
 

Sifu

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Sure, it is mechanically very similar to SZ. But when people complain about the fact that TW isn't a ranked mode, they are asking for something that has the more diffuse focus of TW, as opposed to the concentrated focus on one specific area in SZ. It's the most logical approach to making a competitive turf war.

Plus, think of how different RM and TC really are- they are both fundamentally about escorting an object into the other team's base. It's just a matter of how the objective maniffests itself that makes the two different.

An alternative way to rankify TW would be to say whichever team gets 85% control over the map wins, and failing that, your score is the most turf you controlled at any point in the game. Again, it focuses on the fundamentals of TW, but gives it the competitive consistency we expect from ranked without making things too complex.
 

Saber

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So I have had a few ideas for game modes
Invisible ink
No one can see the turf being painted until the game ends, I thiught it would be just a cool custom game mode ability they could add onto the game

Maze run:
Kinda inspired by the latest in the octo expansion and kirby air ride's city trial
This would is a tourney mode where players (either 1v1 or 4v4 of players) have to complete certain challenges and puzzles in order to progress to the next level of the maze

Different abilities would spawn throughout the map as well as weapons, subs and specials, to help the players complete challeges.
Abilities would also work differently in this mode and some maps would require a certain set of abokities to unlock the next level
For example
Cold blooded will prevent players from seeing your progress
Quick respawn will speed up respawn after being splatted
While quick super jump will allow you to jump slightly further in the level
 

Ohaxer

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Jun 24, 2018
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My ideas:

A Death Match Mode: Splat the most Inklings/Octolings to win

Some sort of Kill Strain(tm) Type Mode: Splat your enemies in order to gain new teammates
 

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