Just a few thoughts for some original game modes beyond the usual TDM/CTF modes that would really make the most of some of Orion: Prelude's interesting twists.
Herd the Dino
Imagine a two-team game of single flag CTF.
Now imagine that the 'flag' is actually an effing great dinosaur.
The way it works is that the dinosaur (which is invulnerable in order to stop people just shooting it as soon as it gets near the enemy base!) is kept in a 'pen' of some description in the middle of the map. The idea is for your team to herd the dinosaur from that pen to your base by luring it to you. The dinosaur still acts exactly as it would in any other mode, in that it will actively chase and eat anything dumb enough to stand still in front of it. It's a classic risk/reward scenario where in order to get the dino to your base, you have to get its attention. If you've got its attention, then you're in very real danger of getting chomped. Of course, it's not just the dinosaur trying to kill you - the other team are going to be shooting at you too, which can lead to a variety of potential tactics - do you have one or two team members luring the dino towards your base while the rest deal with the enemy, or do you concentrate everything you have on the dino in order to get its full attention?
Whichever way you tackle it, there's going to be a whole bucketful of chaos going on...Big Game Hunter
Simple enough - the two teams are deposited into the map, which has very little other than scenery and one extremely tough dinosaur in it. The idea is for the teams to race to compete to see not only who can find the dinosaur, but who can bring it down. Once it's dead, another will be spawned somewhere else on the map. Once players are dead, they can't respawn until the dinosaur is killed. If there are no players left standing and the dinosaur is still alive, then everyone is respawned at once. In order to prevent one player simply 'kiting' the dinosaur and making things rather boring for the players waiting to respawn, the dinosaur gradually gets faster and faster the longer it stays alive - pretty quickly it'll be moving faster than the players, making beating it in a one-on-one impossible. Co-operation between teams is essential!
Players can kill members of the opposite team, but won't be awarded anything for it other than the advantage of the opposition having one fewer player. On the other hand, if you kill off the opposition too early, you may not have enough firepower to take down the dino. Once again, the risk/reward strategy - do you try to kill the opposition early and risk not being able to kill your quarry, or do you team up and risk them getting the kill instead of you?
First to the kill limit or leading at the time limit wins.
Anyway, just a few hare-brained thoughts on some game modes that would be very different to anything else out there, and hopefully be a huge amount of fun to play.