Okay, here me out:

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    BigLoudAndStupid
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        Okay, here me out:

        AI Slop

        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?

        View Reddit by BigLoudAndStupidView Source by bigloudandstupid

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