Okay, here me out:
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BigLoudAndStupid.
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Okay, here me out:
Please excuse the AI-generated image—I just wanted to set the tone.
Concept: Tribes meets Rocket League.Keep the core of Rocket League, but modify the arena:
- The center is now a raised circular platform with ramps around it.
- The middle contains a jump pad, and the ball launches upward from there at kickoff.
Players
- All players are identical—no loadouts, armor types, or customization affecting gameplay.
Weapons
1) The Workhorse
- Rocket launcher with grenade alt-fire (both have drift).
- Rockets: higher damage on direct hits and mid-airs.
- Grenades: larger explosions and more force.
- On the ball: rockets add spin; both push its center mass.
2) The Defender
- Chaingun with ADS alt-fire (warm-up, reduced movement, tighter spread).
- Great for finishing enemies and goalkeeping.
- Adds heavy spin to the ball with low force → requires quick weapon swapping.
3) The First & Last Resort
- Energy-based blaster rifle (infinite ammo).
- Charged sniper alt-fire: faster, stronger, longer-range shots (non-instant).
- Deals double damage to shields → works good for opening attacks.
- Always keeps players engaged—whether attacking, defending, or out of ammo.
Energy & Abilities
- Energy powers jetpack + abilities.
- Each player: 100 HP + 100 shields.
Abilities (1 use each before needing a recharge):
- Blink Dash – burst movement + strong knockback (great for dodging or hitting the ball).
- Grapple Beam – can target players, ball, or terrain; high-impact on the game.
Recharge mechanics:
- Abilities and shields recharge when energy is full.
- OR instantly refresh (including energy) by picking up a defeated player’s pack (also grants their remaining ammo)
Goal mechanic:
- Standing inside your goal heals you, keeping goalies combat-ready.
Other Mechanics
- Melee system:
- Tap = punch
- Hold = kick
- Air hold = dropkick
- Dropkicking a wall launches off the wall and upward.
- Back attacks = instant kill.
- Momentum increases damage and knockback (e.g., flying punches or ball-launching dropkicks).
Other Potential Game Types
- Deathmatch
- Team Deathmatch
- 1v1 Deathmatch
- Headhunters
- Base Vs Base
- CTF
- "Struggle Ball" (A lot like the standard mode, but the ball is extremely heavy so it's more like a game of payload).
I think this creates a strong mix of mechanical depth, skill expression, and situational decision-making while keeping everything tight and simple.
Thoughts?
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