Coliseum Ideas: Devilite Volleyball

I had been thinking why should only the knights get to play in the Coliseum – why not the monsters too? Devilite Volleyball’s what’s immediately came to mind.
One of the most unique aspects of Spiral Knights are its lovable monsters. They are just so freaking adorable. I’m sure the players would love playing out devilites and tossing things around for a change. The idea is that the knights would act as sponsor for a devilite of their choice who’d then they battle it out.
It could work like this: 3 players in each of the opposing team. Perhaps throw in an additional fourth player in form of a Pit boss. He can’t throw or catch, but he can promote/power-up players when his shield meter fills up. Powered up devilites can shoot the ball twice as fast while it lasts. And their shots go through the barrier (getting to that..) The pit boss player should they feel they want to join in on the action will also be able to demote himself and promote another player into the pit boss. For configuration it could be power-up with attack and transfer position with shield?
As for the net, it could be a disabled glitchy barrier that occasionally flickers to life, stopping the ball. Unless it’s one of those power shots, which leaves room for the surprise attacks.
The ball itself is a bomb that explodes on touching the ground or the shield, giving the other team points. Holding the ball for more than 5 seconds also causes it to explode. The player devilite holding the ball is identified by the attacking circle monsters have – only it’ll be in the team’s colour. The ball could also be passed around to teammates until one of them suddenly launches it to attack. We are so used to dodging bullets - won’t it be an interesting change to work on intercepting them instead?
The maps too can be designed to make the matches more interesting. You know, shock themed maps, freezing, stun rockets.. All doing their best to make the players lose out on points.
It occurred to me too that not all players might be happy playing pit boss and be difficult dumping the role on each other. But that’s part of the game. Either you work with what you have in sync or squabble and lose.
I am also not sure if there should be a health factor for the players - whether damage should be taken from the explosions and traps or not. If it does, while a player respawns, the team would be handicapped. Pit bosses should have higher health then. The act of promotion could act as a healing boost, to stop players from dying. Giving further incentive for the pit boss position.
I’ve been also writing down ideas for wolvers, love puppies and jellies, but let’s see how this one goes. I’d love to hear what you guys can come up with - we can all sit down and collaborate ideas. But each game should have its own thread so the whole thing is more organized. Discuss :P

Stick with the stubby little boogers. Gremlins would be the next thing to play volleyball, but even then it would be silly.
Four regular Devilites at the beginning on either side, one on either side being promoted after ten consecutive serves without missing; this lasts one minute real time during which the recently promoted Pit Boss is able to provide bonuses to allies, such as bonuses to "power volleys" for allies. If the bomb/ball hits someone before they can volley it it counts as though they were hit by a projectile, damaging them; everyone has the same amount of health except the Pit Boss who has double the health of the normal Devilites. Keep in mind these are all actually players controlling Devilites, not NPC enemies playing a silly game. Only we would be silly enough to play volleyball. When/If you die you are disabled for ten seconds with the option to revive using energy, most likely based on T1 numbers to lure less skilled players into the sport. If a Pit Boss is killed they lose the promotion and return to being a stubby little Devilite rather than being a stubby tubby Pit Boss.
Without any bonus each Devilite can bump the volleybomb (derp) five spaces, hopefully going over the laser-science-magnets-net for the opposing team to volley back. Over time the "net" becomes more solid, decreasing momentum as the ball passes until it prevents it from moving more than one space past the division on the other side; this is its "solid" state which can be broken with a power serve, shattering the layer so it can begin to slowly solidify again. Power serves can only be done at the beginning of a round (see standard volleyball rules) or when a Pit Boss uses their buffing ability, which can be used to give each team member a power serve once per use and may only be used three times until they regain the Pit Boss state again. Again, the Pit Boss state occurs when someone volleys successfully ten times in a row without failure but is unable to touch the ball at all when they are promoted. The promotion only lasts a minute but gives the user three charges to buff allies to have one power serve per activated buff which is activated with a separate command from normal volleys (attack).
The volleybomb/ball alternates between the opposite team colors, changing color when hit; it can change color even when passed to someone on your own side. While it is your team color if the bomb/ball explodes it does not damage members of that team color, which occurs after a timer on the bomb/ball hits zero; this timer starts relatively long (~10 seconds) and diminishes over time as a volley becomes more intense. Anyone who has ever played volleyball knows a volley can turn into one or two second constant counters very quickly. Volleying is the attack which can send the bomb/ball to the other side or pass to an ally, meaning different angles hit at results in different angles projected. If you are not able to aim then you are going to do poorly.
Maps can vary, so long as the basic format has a dividing "net" in the middle and equally obnoxious field obstacles to prevent unfair advantages.
I added this thread to my index over there.

Sorry Luguiru, I completely forgot to reply back - way too many helpings of RL. I’ve been looking through your complied list of suggestions. They all look absolutely amazing.. It’s really a fantastic initiative that you have taken. All those ideas do not deserve to simply fade away. Hopefully the devs will chance upon them and be inspired.
Brilliant idea there removing the random factor from the Pit boss. That resolves a lot of issues that might've otherwise come up. You've improved it so much making it more organised and balanced. It's much more like actual volleyball now. I mean, Volleybomb. That does sound more appropriate :3 This is going to be so much fun to play..
And you're right, anything other than Deviltes and volleyball would just seem wrong. So I was thinking of other sports and games for the rest of the Clockwork denizens. Like Wolver football/hockey, puzzle game with the dividing & combining ability of coloured Jellies, Grimalkin pacman, Kelptolisk item stealing minigame, Love puppy heart collecting one, Grass cutting hide and seek with wolvers - and maybe something with Gremlins and their Constructs.. So many possibilities.
Of course, if anyone has any ideas that they think might be interesting please do share. Feel free to make your versions of Coliseum monster games. I can't wait to see what we can all come up with :P

Actualy, you coudl turn it into knockers vs devilites, to tell them appart without needing recolors (or just for variation). With a Mender as the pit boss.

I can see how that could totally work. Didn't cross my mind that Gremlins had menders too. Maybe we could add in species differences.. Like since Gremlins have armours they would receive less damage from bomb explosions while Deviltes because of their office supply throwing prowess have higher attack. Similarly, the menders would have low Hp and faster boost recharge while the Pit Bosses, vice versa.
Of course, then there has to be a way for the players to choose species. There could also be one time use ultimate attacks too.. Gremlins using their knowledge of construction to do something like tamper with barrier or create temporary rocket puppies. Deviltes on the other hand to form a circle and summon a temporary Trojan Guardian to take hits from them before the energy from its crystal runs out.
But yeah, maybe I'm getting a little carried away and starting to stray from practicality.. ^ ^'

Dark City Stygian Steeds last arena, kill all the Trojans and Mewkats, and then with the devilites left, you and another person both with Gran Faust hit them back and forth

Nice one Light. Until the devs start working on more mini-games I guess we can keep abusing Devilites like that xD

If you want a long-lasting, faced paced version of this, shield bump them across
I think that would be nice !! I admit that i hate devilite. :p