In the spirit of Mario Kart,every time someone dies, a coin (or whatever the currency is called) appears where they fall available for anyone to collect.Death causes you to lose all the coinsyou collected. For example, you make a kill and collect the coin. Someone then shoots you so you'd drop two coins. If you kill someone that collected 10 coins, they drop 11. Anybody can collect dropped coins and you keep any money you make which can be used in the games currency system (upgrades, etc.). The person with the most coins at the end of the game wins.
Lets see two people boosting, constantly killing eachother and taking the coins to make the amount of coins increase. Doing thus so for the entirety of the match, creating an insane pool of coins that shouldnt have happened in a single match.
I think Invasion mode has enough coins for us all. --- Sparkster returns after 16 years in..... "Rocket Knight" My Alias for Wii Online = "Shader" Monster Hunter Tri = "Deimos"
^ You say that... when theres already a ****load of different objective games already there...... why? --- Sparkster returns after 16 years in..... "Rocket Knight" My Alias for Wii Online = "Shader" Monster Hunter Tri = "Deimos"
The TimeSplitters series had a mechanic known as Thief that played a little like what you described. The premise was that kills did not score any points for the player. However, every time someone got killed they'd drop a single coin, worth a point. It wasn't possible for one to lose coins, however.
^ Didnt Halo 2.... or maybe it was 3.... that had about 10 different types of king of the hill that were ACTUALLY THE SAME DAMN MODE???
.... Unique is good, powerful, awesome, and essential. If all the modes were variations of the same damn thing, it wouldnt be entertaining at all. --- Sparkster returns after 16 years in..... "Rocket Knight" My Alias for Wii Online = "Shader" Monster Hunter Tri = "Deimos"