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Thread: Ideas For multiplayer modes in Bioshock 2

  1. #1

    Ideas For multiplayer modes in Bioshock 2

    I got some ideas for new multiplayer modes
    Name:VIP Big Daddy style
    How to Play:The VIP is a Big Daddy and if he dies there team cant spawn till someone else becomes a big daddy They wait like a minite if all of them die you win there 2 rounds.

    Name:VIP
    How to Play:Like the big daddy style exept the VIP is not a big daddy

    Name:Big Daddy wars
    How to Play:Every players a big daddy It a score limit of 100 kills

    If you like these or have any other ones just say

  2. #2
    Join Date
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    Quote Originally Posted by HellsSniper View Post
    I got some ideas for new multiplayer modes
    Name:VIP Big Daddy style
    How to Play:The VIP is a Big Daddy and if he dies there team cant spawn till someone else becomes a big daddy They wait like a minite if all of them die you win there 2 rounds.

    Name:VIP
    How to Play:Like the big daddy style exept the VIP is not a big daddy

    Name:Big Daddy wars
    How to Play:Every players a big daddy It a score limit of 100 kills

    If you like these or have any other ones just say
    Shouldn't this be in...you know...the Multiplayer forum?

    And isn't grammar/spelling a necessity for being online <.<

    But yeah, I'm not sure how some of these ideas would work out. Perhaps explaining a little more?

  3. #3
    Join Date
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    Cool, as fun as it would be for loads of big daddys running around shooting each other, it would devaluate the advantage of you turning into one and may take the fun of turning into one away after a while.

    Also think this belongs in the MP section of the forum.

  4. #4
    100 kills is way too high, if it takes about 10 mins to get 50 on splicers, 100 on Big Daddies would take like a half hour.

    My game mode idea:

    FFA Capture the Sister : Only about 5 people in the game. 1 player each round plays the big daddy and tries to defend against four splicers. 1 capture ends the round. Big Daddy player respawns as big daddy. Splicers are not on a team, so they need to decide whether to work together or selfishly fight one another.

  5. #5
    Join Date
    Sep 2009
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    544
    Quote Originally Posted by HellsSniper View Post
    I got some ideas for new multiplayer modes
    Name:VIP Big Daddy style
    How to Play:The VIP is a Big Daddy and if he dies there team cant spawn till someone else becomes a big daddy They wait like a minite if all of them die you win there 2 rounds.

    Name:VIP
    How to Play:Like the big daddy style exept the VIP is not a big daddy

    Name:Big Daddy wars
    How to Play:Every players a big daddy It a score limit of 100 kills

    If you like these or have any other ones just say
    Actually i like them all, especially "Big daddy war" /Johan

  6. #6
    Join Date
    Sep 2009
    Posts
    544
    I have an mode idea

    Mechanical war!

    6-10 player

    Each player is equipped only with plasmids and the maps contains a lot of turrets, Many more than a normal mode, and the turrets can turn 360 degrees! A match lasts for 10 minutes. The player who can kill most enemies just with the help of turrets and plasmids wins. /Johan
    Last edited by Angel Mr B; 04-26-2010 at 06:50 PM.

  7. #7
    Arms Race:

    Team I can has 4 plasmids and 4 tonics. Team II can carry more EVE and guns. Which team has collected more ADAM - they win.

  8. #8
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    How about plasmid's only it would have you be resourceful with your eve

  9. #9
    Join Date
    Mar 2010
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    674
    Quote Originally Posted by Ligerteeth View Post

    My game mode idea:

    FFA Capture the Sister : Only about 5 people in the game. 1 player each round plays the big daddy and tries to defend against four splicers. 1 capture ends the round. Big Daddy player respawns as big daddy. Splicers are not on a team, so they need to decide whether to work together or selfishly fight one another.
    Interesting game idea, seems a hybrid of CtS and AG. Presumably, the BD player will re-spawn as a splicer for the remainder of the round, and to be fair to all, the number of rounds would have to be five, assuming the game retains the BD takedown bonus.

    The BD would have to spawn first to give that player a fair chance to establish a perimeter defense of mines...Too often in CtS, the BD spawns last, indeed, I even unloaded a rapid fire Shotty into one that had just spawned in Home for the Poor, I even got a melee in before I was struck down. I had manged to get myself from the dorm bathroom to behind the turret wall using hudini and had enuf juice to remain hidden until he finally completed the spawn. Thats an example of why the BD needs more time.

    I think, given the maps, and the turrets, something has to be done to balance the turrets, perhaps giving the BD control of active turrets at the start of the game, which the splicers have to disable or hack. Might be interesting if the splicers forget to hack one and it remains in BDs control, even after he is taken down.

    ...Of Coarse we all know how cooperative we can be to take down BDs....
    Last edited by codyfoo2000; 05-11-2010 at 12:20 AM.

  10. #10
    Join Date
    Apr 2010
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    Quote Originally Posted by codyfoo2000 View Post

    ...Of Coarse we all know how cooperative we can be to take down BDs....am I right???
    Exactly, that Big Dadddy wouldn't last five seconds with no Splicers watching his flank and a team of opponents bearing down on him. I think you should have made it TWO Big Daddies!

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