Domination
A team holds the prop's input for a few seconds to claim it, and scores every tick while it keeps it. The other team can take it over at any time.
Modes react to intent ("a team is claiming this prop"), not to hardware, so the same script runs on a Field Box, a keypad box or an Android phone. Seven modes, one modifier and the Medic Kit are written and tested in software today; none has run on a real field yet.
A team holds the prop's input for a few seconds to claim it, and scores every tick while it keeps it. The other team can take it over at any time.
Attackers arm the bomb, then defend it; defenders must defuse it before the fuse runs out. Arm and defuse by holding a button, or give each team its own keypad code.
Teams capture boxes as in Domination, but a team scores only while it holds every box at once. Lose one and the scoring stops.
The defenders start with every zone. Once they are down to their last one, a countdown to defeat runs until they retake another; when it runs out, the attackers win.
Players carry signed NFC tags. A team scans the tags it collected at a station: an enemy's tag confirms the kill, a teammate's denies it. Forged tags are refused.
A respawn point counts lives per team or per player, with a cooldown between respawns. When a team runs out of lives, it is eliminated.
Players check in at a checkpoint with their tag. The box counts each team's players and can give points for every check-in.
Next to any mode: a hit player scans their tag and holds a button for a set time to be healed. The kit shows how many heals it has left; each player gets a limited number per game at every kit, the GM refills a kit from the console, and every heal shows in the GM's log and the players' view.
Runs alongside any mode on the same box: keypad codes grant points, hints or unlocks, and the GM sees who used each code and which team held the box.
Hacking terminals, VIP escort, master-and-satellite zones, Money Factory… Modes are short scripts. Propose one with the game mode idea template.