sevenleaf
Inkling Commander
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- Jun 28, 2023
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- a dunkin donuts parking lot
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i don't necessarily think tricolor ranked modes are a likely addition nor a good addition, but i thought it'd be fun to think about. here are my ideas:
Splat Zones: might be the most straightforward; there is a zone (or zones), and the three teams are fighting to cap it, like in normal SZ. defenders win if their team gets the most points or KOs; attackers win if both attacking teams' scores combined are greater than the defenders' score (or, in theory, if one team KOs, but that's less likely i'd think), with the attacking team that scored higher winning winning. ultra signals still spawn, but they don't spawn Sprinklers of Doom, because i think that'd be a little OP in zones as opposed to turf? i'm torn between the signals being unlimited and just capping the zone, and the signals spawning smaller, but still indestructible sprinklers (Sprinklers of Impending Doom?)
Tower Control: as opposed to the X formation spawn points take on in most tricolor turf maps, with attackers on opposing poles and defenders on the other opposing poles, tricolor TC is more like how triforce scorch gorge was (iirc) - it's more a Y formation, with the attackers spawning in together on one side and the defenders with distinct bases on the other side. the tower path, too, splits in the middle. there's one path towards the attackers' side, but the split in the path is for each attacking team to take the tower in a different direction. as with SZ, defenders win if they KO or if their score is greater than both attacking teams' scores combined. lengths of the tower path in either the attackers' direction or the defenders' direction might be different? ultra signals either spawn Sprinklers of Doom that paint in critical spots or, like the alternate idea for SZ, are unlimited (but only have a chance to spawn when an attacking team is already in control of the tower?) and boost the tower forward a bit when successfully taken.
Rainmaker: i haven't come up with anything new for RM so tentatively similar vibe to TC, with the Y formation and separate checkpoints/goals for each attacking team and all that. ultra signals, again, would either spawn Sprinklers of Doom in key places for each attacking team or... maybe they affect the rainmaker timer? like, if you get the signal and your teammate has the rainmaker - first of all, go defend them, what are you doing - second, it'll give them extra time, but if another team has the rainmaker and you get the signal, it knocks some time off the carrier's timer
Clam Blitz: yknow what let's make this weird, in the spirit of clam blitz. there's ONE basket in the center of the map; it's the defenders' job to prevent either attacking team from KOing. the defenders can't score any points themselves, but they win if neither attacking team KOs. each attacking team has a separate counter starting at 100 (or maybe less, considering how stalemate-y normal CB can get?). when one attacking team breaks the basket, the only ones who can deposit clams are the two members of that team; i can't think of it right now but i think it'd be fun if there were an incentive for the other attacking team to end the push instead of just fighting back against the defenders to let the scoring team score. ultra signals spawn power clams when captured, i think (or just spawn Sprinklers of Doom in critical spots like in the other modes i guess)
feel free to critique my ideas or pitch your own!
also this isn't a real 3 am post, i started writing this in the afternoon and just didn't finish it until 3 am
Splat Zones: might be the most straightforward; there is a zone (or zones), and the three teams are fighting to cap it, like in normal SZ. defenders win if their team gets the most points or KOs; attackers win if both attacking teams' scores combined are greater than the defenders' score (or, in theory, if one team KOs, but that's less likely i'd think), with the attacking team that scored higher winning winning. ultra signals still spawn, but they don't spawn Sprinklers of Doom, because i think that'd be a little OP in zones as opposed to turf? i'm torn between the signals being unlimited and just capping the zone, and the signals spawning smaller, but still indestructible sprinklers (Sprinklers of Impending Doom?)
Tower Control: as opposed to the X formation spawn points take on in most tricolor turf maps, with attackers on opposing poles and defenders on the other opposing poles, tricolor TC is more like how triforce scorch gorge was (iirc) - it's more a Y formation, with the attackers spawning in together on one side and the defenders with distinct bases on the other side. the tower path, too, splits in the middle. there's one path towards the attackers' side, but the split in the path is for each attacking team to take the tower in a different direction. as with SZ, defenders win if they KO or if their score is greater than both attacking teams' scores combined. lengths of the tower path in either the attackers' direction or the defenders' direction might be different? ultra signals either spawn Sprinklers of Doom that paint in critical spots or, like the alternate idea for SZ, are unlimited (but only have a chance to spawn when an attacking team is already in control of the tower?) and boost the tower forward a bit when successfully taken.
Rainmaker: i haven't come up with anything new for RM so tentatively similar vibe to TC, with the Y formation and separate checkpoints/goals for each attacking team and all that. ultra signals, again, would either spawn Sprinklers of Doom in key places for each attacking team or... maybe they affect the rainmaker timer? like, if you get the signal and your teammate has the rainmaker - first of all, go defend them, what are you doing - second, it'll give them extra time, but if another team has the rainmaker and you get the signal, it knocks some time off the carrier's timer
Clam Blitz: yknow what let's make this weird, in the spirit of clam blitz. there's ONE basket in the center of the map; it's the defenders' job to prevent either attacking team from KOing. the defenders can't score any points themselves, but they win if neither attacking team KOs. each attacking team has a separate counter starting at 100 (or maybe less, considering how stalemate-y normal CB can get?). when one attacking team breaks the basket, the only ones who can deposit clams are the two members of that team; i can't think of it right now but i think it'd be fun if there were an incentive for the other attacking team to end the push instead of just fighting back against the defenders to let the scoring team score. ultra signals spawn power clams when captured, i think (or just spawn Sprinklers of Doom in critical spots like in the other modes i guess)
feel free to critique my ideas or pitch your own!
also this isn't a real 3 am post, i started writing this in the afternoon and just didn't finish it until 3 am