New Game Mode Ideas

Deku

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Rolandd
This is what happens when I can't get something I want: I start making up stuff that won't ever be in the game.

Here are some ideas I had for future modes:

1. Infection (idea taken from the multiplayer thread) - Online, Ranked Battle
- Players: 8 (all a different color)
- At the beginning, you start off with one point. You can't go below one point. Points for every player is shown on the gamepad.
- When you shoot inklings, they join your color, and you steal half of their points (unless they only have one point, then you just gain one point).
- Game ends when there is only one color or 5 minutes pass. Winner is based on who has the most points.

2. Inkling Paint - Offline
- Single player; flat rectangular room.
- Paint any picture you want using any weapon you've bought. Share on miiverse.

3. Race - Offline/Online
- 2-4 players
- An obstacle course where you have to go around the map a certain number of times.
- You can't kill the other inklings, but shooting them slows them down (like getting hit by the disrupter).
- No special or secondary weapons.

4. Kraken mode - Offline
- 5 players (one on gamepad, others on screen)
- One player plays as a kraken (who isn't invincible) and tries to go after the inklings.
- Think of the Luigi's mansion game from Nintendo Land

5. 4-team Turf War - Online, Ranked Battle
- 4 teams of 2; same rules as turf war
- able to have two people play on one wii
 

StarHunter789

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All of these modes sound really cool. Let's hope that at least some element of one of these modes might be possible in an update or for future DLC. Personally, from this list I would like to see the Kraken mode or some sort of other asymmetric gameplay in the "Juggernaut" style.

Also...

Congratulations!


You just posted the 1,000th thread on SquidBoards!
 

Deku

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Rolandd
All of these modes sound really cool. Let's hope that at least some element of one of these modes might be possible in an update or for future DLC. Personally, from this list I would like to see the Kraken mode or some sort of other asymmetric gameplay in the "Juggernaut" style.

Also...

Congratulations!


You just posted the 1,000th thread on SquidBoards!
I think asymmetric gameplay is a lot of fun, but really hard to balance effectively. Regardless, they do need some more local multiplayer options (I know their focusing on the online play). Anyway, I'm still interested in what rainmaker will be. I've been really impressed with everything they've come up with so far.

Also . . .
Woooooooh!!!!! Definitely not on purpose. Hope this website stays active for a long time.
 

Flammie

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Ohh i really love the first idea!
Though i think it would be better in a "Lobby" room with friends rather than having it in online modes like turf wars and ranked matches.
Matches like that may only last for 30 seconds if everyone is skilled enough.
 

PrinceOfKoopas

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I'll be disappointed if Inkling Paint or some forme of it doesn't [easily] exist, because there will be messages I wanna write out in ink to share.
 

teamdelibird

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Oooo I really like these ideas! Especially "inkfection". Splatoon zombies!
 

RotomGuy

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Kraken Mode sounds awesome. I loved Luigi's Mansion in Nintendo Land.
 

Lyn

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Very neat, I really would love an infection type gamemode. :D
 

FunkyLobster

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that miiverse stage idea sounds adorable, honestly, and the race mode would be a good offline mode like battle mode is for familiarizing yourself with the map and speedrunning/setting records.

i don't think any of the other ones are conducive to the theme of covering an objective with ink, however. for example in turf war it's the whole map, for splat zones it's the checkered squares, and in tower control it's the tower. we can probably predict that you'll be filling the rainmaker with ink, following this theme. 4 teams of 2 players on turf war sounds like it'd be fun in ranked battles since you only have 1 person to rely on instead of 3, but it's a subset of a mode that's already in the game, so i wouldn't appreciate it actually being in the game.
 

missingno

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Since Kid Icarus is all but dead, I'd like to see some sort of adaptation of Light vs. Dark. It was such a cool mode that deserves a rebirth, and hopefully this time in a more balanced game. Not really sure what you'd make the Angel into though, maybe turn Kid/Squid into Adult/Kraken?

Battle Dojo should be playable online, with 1v1, teams, and free for all.

Also seconding the idea of using Octolings for something like TF2 Mann vs. Machine. It's such an obvious idea, can't believe they missed that opportunity. Could work as both a local and online mode.
 

FunkyLobster

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Since Kid Icarus is all but dead, I'd like to see some sort of adaptation of Light vs. Dark. It was such a cool mode that deserves a rebirth, and hopefully this time in a more balanced game. Not really sure what you'd make the Angel into though, maybe turn Kid/Squid into Adult/Kraken?
something like a humanoid version of the kraken that's a squid equivalent of the hulk would work. i wonder how they could adapt it to working with ink, hypothetically. maybe if your team falls below a certain threshold of ink, like if your team is in the "danger!" mode on the status bar, someone would turn into it?
 

Nico Nico Sleep

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Most of my game mode "ideas" are just TF2 game modes.

So Tower Race, Squid vs Octarions, CTF, any of the halloween game modes stapled to the base KOTH.
 

zmop

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actually love that idea of the painting with any weapon and posting it to miiverse. seems like something nintendo would do too. i'd be into it!
 

Summer1401

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So something I came up with would be painting 5 graffiti marks in succession getting closer to the enemy base as you go on. the marks would be on the walls of the map or added billborads for maps that don't have walls wide enough (the rig, the depot maybe) or inkable walls (the dome, the rig again). if you paint the first mark then you go to the second and so forth, though I'm not sure how they would mark the order. the mark will be considered done once your on the one after the next one. the only exception will be the 4th and the 5th which the 4th will take 10 (or maybe longer) seconds to finish and the 5th taking 20 (or longer) to finish. once a mark is finish then it acts like glass in that no paint of either team can mark it, and that no team can swim up it. (this is important for towers and depot where it'd block a route forward) you can't move on to the next mark until completely ink the square on wall in your ink but the enemy can ink over it unless you fill up the first three then the first one would be considered done and become a glass mark. while your trying to mark your tags the other team is also trying to mark theirs in the opposite side in your base. This is kinda a combination of Splatzones and Towercontrol but the zones are vertical so you get no special charge and while it has a changing focus depending on which marks each team is at, the marks are always in the same place like in zones.

so what do you guys think?
 

ILikeKirbys

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Since Kid Icarus is all but dead, I'd like to see some sort of adaptation of Light vs. Dark. It was such a cool mode that deserves a rebirth, and hopefully this time in a more balanced game. Not really sure what you'd make the Angel into though, maybe turn Kid/Squid into Adult/Kraken?
That sounds like a good idea. I never played Uprising online, but that mode sounded neat, wanted to play it but never had online access at college. Also, for the Angel substitutes, maybe use Callie & Marie? And make it a new Splatfest mode (but hopefully playable the rest of the time as well)?

Battle Dojo should be playable online, with 1v1, teams, and free for all.
This would be nice as well, though I'm not sure how they'd handle free-for-all if you had 8 players.

Also seconding the idea of using Octolings for something like TF2 Mann vs. Machine. It's such an obvious idea, can't believe they missed that opportunity. Could work as both a local and online mode.
Maybe they're waiting to announce playable Octolings so they can release hem alongside a mode where you play as Octolings against wave after wave of variously-armed Inklings? Or vice-versa? I think that'd be cool.

This is what happens when I can't get something I want: I start making up stuff that won't ever be in the game.
You too, eh?

1. Infection (idea taken from the multiplayer thread) - Online, Ranked Battle
- Players: 8 (all a different color)
- At the beginning, you start off with one point. You can't go below one point. Points for every player is shown on the gamepad.
- When you shoot inklings, they join your color, and you steal half of their points (unless they only have one point, then you just gain one point).
- Game ends when there is only one color or 5 minutes pass. Winner is based on who has the most points.
Inkfection. Gotta have the pun, it's too easy. But yea, this sounds like fun.

2. Inkling Paint - Offline
- Single player; flat rectangular room.
- Paint any picture you want using any weapon you've bought. Share on miiverse.
HOW IS THIS NOT ALREADY A THING

3. Race - Offline/Online
- 2-4 players
- An obstacle course where you have to go around the map a certain number of times.
- You can't kill the other inklings, but shooting them slows them down (like getting hit by the disrupter).
- No special or secondary weapons.
Yeah, I've wanted something like this ever since I played the Squid amiibo's Kraken "challenges." That would be quite fun. I would've added the Kraken, but this seems better without it.

4. Kraken mode - Offline
- 5 players (one on gamepad, others on screen)
- One player plays as a kraken (who isn't invincible) and tries to go after the inklings.
- Think of the Luigi's mansion game from Nintendo Land
This sounds fun, though does the Kraken just have a ridiculous amount of HP or get to respawn after being splatted? And can there be a power-up for the Kraken thatmakes it invincible (maybe with a Bubbler around it?)? I saw this and immediately thought Pac-Man (never played Nintendo Land), and it sounds quite fun!

5. 4-team Turf War - Online, Ranked Battle
- 4 teams of 2; same rules as turf war
- able to have two people play on one wii
This would certainly be interesting, I'd like to see it at some point.

So something I came up with would be painting 5 graffiti marks in succession getting closer to the enemy base as you go on. the marks would be on the walls of the map or added billborads for maps that don't have walls wide enough (the rig, the depot maybe) or inkable walls (the dome, the rig again). if you paint the first mark then you go to the second and so forth, though I'm not sure how they would mark the order. the mark will be considered done once your on the one after the next one. the only exception will be the 4th and the 5th which the 4th will take 10 (or maybe longer) seconds to finish and the 5th taking 20 (or longer) to finish. once a mark is finish then it acts like glass in that no paint of either team can mark it, and that no team can swim up it. (this is important for towers and depot where it'd block a route forward) you can't move on to the next mark until completely ink the square on wall in your ink but the enemy can ink over it unless you fill up the first three then the first one would be considered done and become a glass mark. while your trying to mark your tags the other team is also trying to mark theirs in the opposite side in your base. This is kinda a combination of Splatzones and Towercontrol but the zones are vertical so you get no special charge and while it has a changing focus depending on which marks each team is at, the marks are always in the same place like in zones.

so what do you guys think?
That sounds interesting, I'd certainly try it out if it happened. A question though, would each team have separate billboards (or separate sides of a billboard), or would they be going for the same ones? Because I think you mean the first one, I just want to be sure. And they could just mark the order with numbers, just have the graffiti have a little 1/2/3/4/5 in the corner.

As for an idea of mine, here's one that's probably been said by a few people:
CAPTURE THE ZAPFISH
Each team has a Zapfish on their side of the map, which must be taken by the opposing team to a generator on their side to score a point. After a point is scored, the Zapfish lightnings back to its starting position and the process begins anew (for the team that just scored anyway; their own Zapfish does not auto-return when they score, so it's possible to steal the other team's Zapfish while they have yours and not worry about losing it when they score). There would be a maximum score, at which that team wins by knockout, I want to say 3-5, but I'm not sure on the exact amount.
The Zapfish would have to be carried by an Inkling, which is done by touching the Zapfish. The Inkling holding the enemy team's Zapfish is slowed down and unable to swim or attack while holding the Zapfish, but they can throw it like a Bomb-type sub-weapon with R (which, yes, is affected by Bomb Range Up); you can score goals by throwing the Zapfish into the goal as well as walking it in there. You cannot pick up your own team's Zapfish, but if it's left alone long enough the Zapfish will begin flopping toward its starting point; if it falls off the stage or does not move forward for 2 seconds, it lightnings back to its starting point. Additionally, the player who takes the Zapfish from the enemy team's Zapfish starting point gets a 2-second Bubbler (not affected by Special Duration Up) to ensure they get at least some distance away from the enemy's starting point with the Zapfish; also, if the Zapfish has started flopping away to its starting point, then picking it up grants a 2-second Bubbler as well.
Overtime can only happen if the losing team is one point away from tying the match and has the Zapfish or if there is a tie, but the less-recent-scoring team has the Zapfish; if both teams are tied and that isn't the case, the team that scored last wins, and if one team has a higher score when time runs out, they win. During Overtime, the losing team must get the Zapfish into the winning team's goal, which gives them the win because during Overtime, the Zapfish grants 2 points. The winning team can prevent this in one of two ways. Firstly, they can keep the losing team away from their Zapfish long enough that it flops back to its starting point. Secondly, they can score a goal with their own Zapfish, and since the losing team is no longer within 1 point of winning as a result of this (both Zapfishes become 2-pointers in Overtime), the winning team automatically wins (though not necessarily by knockout, unless they reach the knockout score by doing this).
Certain stages would have to be altered for this mode, though mostly just keeping the Ranked versions would probably be sufficient. I'll go over the stages here (only the stages we currently have, so no Flounder Heights/bridge stage, and also only text, since I can't do images at the moment: I'll do the best I can with explanations, but sorry if it's kinda vague anyway):
Arowana Mall: The Ranked version of this map might be alright: each team's Zapfish would start in the alcove to the right (you can go into the center, then take the ramp on the right to reach it, hope that helps), and each team's goal would be in the center of that lower area in front of the spawn point (just go straight forward and it's right there).
Blackbelly Skatepark: Each team's Zapfish would start just behind the halfpipe area off to the left of the spawn point (so you'd have to go through the halfpipe area, or around from the center entrance if you went in a straight line betweenspawn points), while the goals would be in the area just above the halfpipe area (go through the halfpipe area from the spawn point, then ink up, then turn left and it would be there).
Saltspray Rig: This one is one of the tricky maps for me, because both teams start on the same side. I think the Ranked version of this stage (I think there are some changes, though I don't know for certain) should suffice. The Zapfishes would start on opposite sides of the furthermost platform, and the goals would be on the ends of the spawn-point platforms' long protrusion (to the left on the left team side, to the right on the right team side). This would require throwing the Zapfish to score, but I'm not sure of a better option on Saltspray.
Urchin Underpass Classic: Mostly here for the sake of completeness. The Tower Control version of this stage would probably be best. The Zapfishes would start in the lower area in front of each team's spawn point (it has a grate and a ramp on its left, if that helps locate it), and the goals would be just in front of the downramps in front of the spawn points.
Urchin Underpass (new): The Zapfishes would start in the same area as they did for Underpass Classic, but the goals would be moved to the side paths (leftmost from the spawn points) in that alcove across from the grate-wall.
Walleye Warehouse: Another toughish one, since it's smallish. The Zapfishes start in the alcove under the grate flooring (go left from the spawn point and take that path to the grate, then drop down, and you're there), and the goals would be just in front of the ramp in front of each team's spawn points. Not entirely sure it's good, but I think it might be okay.
Port Mackerel: The Tower Control version of the map would be used, but with the forklift-things (I think those are forklifts) from Turf Wars added back in. The Zapfishes would start at the end of each team's right-side corridor (where the inkable boxes are in Tower Control, ink up it, then jump up and you're pretty much there) and the goals would be just down the ramp from each team's spawn point (you would see it just in front of the box when you respawn, if that helps).
Kelp Dome: The Splat Zones verion of this map would be used solely to make it easier to get into the center. The Zapfishes would start at the end of each team's right-side corridor from the spawn points (just behind the ramp up to the grate-catwalks, if that helps) and the goals would be in that squareish area to he right of the spawn points. The idea here is that it's significantly more difficult to reach the Zapfish than on most maps, but also easier to score when you get it; dunno if that's how it would end up working out, but maybe it would.
Bluefin Depot: A modified Tower Control map would be used, with the bridges off the center areas being longer so Inklings can jump between them. The Zapfishes would start in the area just before the center (in the middle of the ramp connecting both sides, if that helps), and the goals would be the top of the staircase in front of the spawn points.
Moray Towers: The Splat Zones version of this map would be used, though admittedly that's solely because I prefer it to the normal version. The Zapfishes would start on the platform overlooking the first platform up the ramp from the center on each side (you can ink up to it from the Splat Zone, if that helps) and the goals would be placed at the halfpipe roughly halfway up the ramps (not on the halfpipe, just in front of it).
Camp Triggerfish: The floodgate further from each spawn point would be down for the entire match, while the closest one would remain up for the entire match. The Zapfishes would start in the circle area off to the right of each spawn point (right on the little circle-table-thing in there) and the goals would be on each team's floodgate-platform (the one you reach by inking the floodgate closest to the spawn and swiming up it, it'd be right where the glass is).
So, that's my idea. What do you think? Did you read all of it?
 

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