I have a couple of ideas for potential laser tag Game modes that could be implemented. These ideas are partially based upon my experiences going to many different laser tag locations, as well as some First-Person Shooters I have seen/played.
King of the Hill:
This game is a free for all where each player has unlimited lives, but loses a life after three hits. They are then unable to fire laser pulses until they recharge at a weapon station. When a player loses a life, the player who delivered the final hit scores one point. Once the timer starts, the first player to score a point becomes the King of the Hill. While a player is King of the Hill, they get a 2x point multiplier and are able to make other players lose a life after only getting hit once. A player can lose their King of the Hill status either if they lose a life (the player who delivered the final hit becomes King of the Hill themselves), or if 30 seconds have elapsed from them having become King of the Hill (a new King of the Hill is determined by the same method presented above). The winner is the person who has the most points after time runs out.
- Point boosters that are scattered throughout the map that randomly activate (with only one being active at a time) and award points after a player shoots it (they won't be active when a new King of the Hill is being determined)
Node Capture/Capture the Nodes: (Partially based off of the Onslaught Game-mode from Unreal Tournament 2004)
There are two teams for which each member has unlimited lives. Each team starts at a headquarters on opposing sides of the map. Throughout the map, there are various nodes that are linked to each-other in a symmetrical pattern across each half of the map so that one teams headquarters can be connected to the other team's headquarters via an unbroken connection of linked nodes. At the start of the game, all nodes are neutral (I.E. not controlled by either team). To take control of a neutral node, the node must be linked to either your headquarters or a node controlled by your team, and you must stand in an activation area next to the node for some specified amount of time (10-20seconds?). To attack an opponent's node, the enemy node also must be linked to either your headquarters or a node controlled by your team. Each node has a set amount of health which gets depleted by hitting a moving marker on the node. Once the node's health is depleted, it becomes a neutral node that can be captured. If a player runs out of health and loses a life, they are unable to shoot any laser pulses until they recharge at their team headquarters. Once an unbroken connection of linked nodes is made by one team to the opposing team's headquarters, their headquarters become vulnerable and your team can attack it; they are attacked in a similar fashion as with the nodes, but the headquarters have more health. One team can win by:
- Destroying the opposing team's headquarters (before time runs out)
- Having more health in your team's headquarters than the opposing team's headquarters (after time runs out)
- Having your team control more nodes than the opposing team (if both team's headquarters have the same amount of health after time runs out)
If each of the above conditions are tied, then the game is a draw.
- Each node and team headquarters could have some sort of minor defense system that shoots arbitrarily around it once it is attacked. It would only last for a short time after the node falls below full health
- Some mechanism for healing the nodes after they have been damaged and while not under attack
- Map hazards/traps scattered throughout the map