Halo: Reach Forum
This topic has moved here: Subject: If Halo: Reach was a Squad Based Game, what would you want?
  • Subject: If Halo: Reach was a Squad Based Game, what would you want?
Subject: If Halo: Reach was a Squad Based Game, what would you want?

Register at your local Vault Tec office today! The world might not be there tomorrow...

-DISCLAIMER-
This is just a theory about revamping the Halo multiplayer style. The keyword here is theory, so let me say it one more time to let it sink in...
THEORY THEORY THEORY. =)

Huh, five people on the banner... five different classes or squad duties to be filled. I wonder... could you have a preferred role in combat? If your heart is in sniping and is so checked on your profile, might you be the sole sniper for the squad? If you can't put down your BR, good ol' fashioned lead aspirin dealer (infantry), check that option. So basically, pick your role and expect to be that role in combat. If you fail, your squad suffers for it. That would be an interesting way to play out matchmaking. Hop into a lobby and either pre-determine your role with a group of friends or lone wolf it and be thrown into a squad of people as your favorite role. I'm basically trying to figure out how to make Halo into a squad based FPS. Any helpful questions or ideas?

Heavy Weapons - Rockets/Laser/Turrets/Missile Pod/Vehicle Gunner
Light Weapons/Driver - All dual-wieldable weapons + vehicle driver
Assault - Rifles of every kind (minus sniper rifle) or maybe this one is a jack of all trades?
Close Quarters - Shotgun and knife (I would imagine some stealth abilities as well)
Hero at a 1000 paces - Sniper rifle and extra ammo for all other troops (basically, the fall back guy)

Spawning System - In order for this to work, you would have to spawn on your squad.

I doubt this is how it will play out, mind you. I just thought I would share it as an interesting "what if" scenario. =) Play nice.

**UPDATED**

1. In the lobby someone who sucks with the sniper will pick it.

You get what you get. However, a game like this would need jacked up player counts to compensate for class restrictions. Let's say 15 v 15. This allows you three different "squads" to link up with on the battle field. You can vote for which squad you want in... maybe it would be better to let your rank do the talking on this? Highest rank gets first pick, then so on and so forth OR you can break the squads up by rank.
Yeah, that works actually.
Squad 1. Greenbacks.
Squad 2. Average UNSC Joe Veteran
Squad 3. Grizzled "I Have No Life" Officers
OR have an average of ranks spread evenly through the teams. (5-star sniper with Sgt. BR)

2. Constant arguing over classes.

Hopefully, if you are creating a squad with buddies, you can compromise. (unless you are party leader, dictatorship = win in this case) However, I see your point. The way I envisioned this playing out is that you have a maximum of three identical classes per encounter per faction. Mix and match your squads (or stack in some cases) how you see fit. If you want all three Heavy Wpns. guys on one squad and two Engineer/Light Wpns. guys... I hope you're doing a lot of driving. Vary it in the middle of the game perhaps? Like, vote to change your squad upon death and see who is willing to swap out or create your own and see if the other players like the idea. This way, you can respawn in together at the same time to tackle whatever needs to be done.

3. Weapon spawn points aren't important anymore.

There technically wouldn't be weapon spawns anymore, as you only have a limited set to work with. However, you may be able to have "Phantom/Pelican/Orbital" supply drops drop onto the field with a NAV point. Upon reaching said NAV point, you would be able to swap your weapons out for whatever is available in your class. "Hey, sweet!!! More rocket ammo!!" or "Awesome, I can swap out this damned AR for a Beam Rifle." Maybe you could go so far as to hold that position for a set time a la KotH style and redistribute ammo to your entire team. Of course, it would matter whether it was a Covie or UNSC drop...

4. The shotgun would have to have its power toned down.

Why? Are you really intimidated by a guy at 40 yards wielding buckshot or a knife? Sure, they may be able to pick up a small set of other weapons like Silenced SMG's or Silenced Pistols, but they are close quarters primarily. I would imagine that without squad support, they would be wasted rather quickly...

5. If I like to use a BR, but I'm also really good in a vechicle, which class do I choose?

I think having a "jack of all trades" player as the assault class would be essential. You might even be able to go so far as to have a lower restriction on that class. Maybe six players instead of three. This way you can use whatever you find Halo style. The other classes would just be guarantees that you get what you need... but maybe too many people would just play this class? Who knows, that would be something testers could figure out.


[Edited on 06.09.2009 5:15 PM PDT]

  • 06.09.2009 2:56 PM PDT
Subject: Squad Duties? (just an interesting perspective)

IM A LEGIT 16

I wouldn't like it.

1. In the lobby someone who sucks with the sniper will pick it.

2. Constant arguing over classes.

3. Weapon spawn points aren't important anymore.

4. The shotgun would have to have its power toned down.

5. If I like to use a BR, but I'm also really good in a vechicle, which class do I choose?

I just see too many problems with it, but who knows?

  • 06.09.2009 3:01 PM PDT

Register at your local Vault Tec office today! The world might not be there tomorrow...

Yeah, I really see what you mean. There might be ways "around" it though.

1. In the lobby someone who sucks with the sniper will pick it.

1a. You get what you get. However, a game like this would need jacked up player counts to compensate for class restrictions. Let's say 15 v 15. This allows you three different "squads" to link up with on the battle field. You can vote for which squad you want in... maybe it would be better to let your rank do the talking on this? Highest rank gets first pick, then so on and so forth OR you can break the squads up by rank.
Yeah, that works actually.
Squad 1. Greenbacks.
Squad 2. Average UNSC Joe Veteran
Squad 3. Grizzled "I Have No Life" Officers
OR have an average of ranks spread evenly through the teams. (5-star sniper with Sgt. BR)


2. Constant arguing over classes.
Hopefully, if you are creating a squad with buddies, you can compromise. (unless you are party leader, dictatorship = win in this case) However, I see your point. The way I envisioned this playing out is that you have a maximum of three identical classes per encounter per faction. Mix and match your squads (or stack in some cases) how you see fit. If you want all three Heavy Wpns. guys on one squad and two Engineer/Light Wpns. guys... I hope you're doing a lot of driving. Vary it in the middle of the game perhaps? Like, vote to change your squad upon death and see who is willing to swap out or create your own and see if the other players like the idea. This way, you can respawn in together at the same time to tackle whatever needs to be done.

3. Weapon spawn points aren't important anymore.

There technically wouldn't be weapon spawns anymore, as you only have a limited set to work with. However, you may be able to have "Phantom/Pelican/Orbital" supply drops drop onto the field with a NAV point. Upon reaching said NAV point, you would be able to swap your weapons out for whatever is available in your class. "Hey, sweet!!! More rocket ammo!!" or "Awesome, I can swap out this damned AR for a Beam Rifle." Maybe you could go so far as to hold that position for a set time a la KotH style and redistribute ammo to your entire team. Of course, it would matter whether it was a Covie or UNSC drop...

4. The shotgun would have to have its power toned down.

Why? Are you really intimidated by a guy at 40 yards wielding buckshot or a knife? Sure, they may be able to pick up a small set of other weapons like Silenced SMG's or Silenced Pistols, but they are close quarters primarily. I would imagine that without squad support, they would be wasted rather quickly...

5. If I like to use a BR, but I'm also really good in a vechicle, which class do I choose?

I think having a "jack of all trades" player as the assault class would be essential. You might even be able to go so far as to have a lower restriction on that class. Maybe six players instead of three. This way you can use whatever you find Halo style. The other classes would just be guarantees that you get what you need... but maybe too many people would just play this class? Who knows, that would be something testers could figure out.

Thanks for the feedback. You have some very good points!

  • 06.09.2009 3:30 PM PDT

Register at your local Vault Tec office today! The world might not be there tomorrow...

Help me out people, jeez. If Halo: Reach did turn out to be a squad-based FPS (with classes) how do you think it would turn out? Honestly, I think Halo: ODST is a big hint at it. Each soldier has a specialty. Sure, you can swap out some stuff but they really shine when put in their little niche.

  • 06.09.2009 4:02 PM PDT
Subject: Halo: Reach (A Squad Based Game) ?

I like it, I think Halo needs a change of pace online. Bungie of course would need to iron out the problems, which you adressed. Really large scale battles, 32vs32, not like MAG, 256vs256, would make this feel even better. But unless this happens it has some problems. Lets hope for dedicated servers and large scale battles, if Microsoft did this for any game wouldn't it be Halo?

  • 06.09.2009 4:18 PM PDT

BANG! BANG! you're dead

I love everything about the theory except the weapon classes basically. I like Halo compared to games like Battlefield and Killzone and Tom Clancy games because you're not limited by classes and can do your own thing. Thats just me though....

  • 06.09.2009 4:22 PM PDT

Register at your local Vault Tec office today! The world might not be there tomorrow...

I love everything about the theory except the weapon classes basically.

Yeah, I get you on that one. But, checks and balances my friend. It would almost eliminate weapon haggling. You get what you pick... period. You would be put into a game where you are fulfilling that role. Granted, changing your weapons is possible to a degree (it would have to be worked out in a test-state) but throw in different factions with new weapons for classes and it makes it something for everyone. (UNSC / Insurrectionists / Covenant) Like the beam rifle? Join the Covenant and play as an Elite. Enjoy headshotting with a BR? Play as a Marine. With a system like this, it would be interesting to see what ranking up would do. I wouldn't rule out new armors. What if the armors affected stats? Damage Resistance, Enhanced Radar, Poor Camo, Extra Ammo Slots, etc... things would get interesting real fast. The hard part would be balancing. You would need to level up certain classes to unlock armors designed especially for that class. Camoflauge for instance, would be strictly Covenant. Whereas an Overshield might be UNSC. Thanks for the input!

  • 06.09.2009 4:38 PM PDT

Large multiplayer in my opinion would allow you to still have the freedom to choose whatever class you want, and optionally switch midgame. The problem with this theory is that only 5vs5 could get boring faster than just traditional Halo 2/3 multiplayer again.

  • 06.09.2009 4:50 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

what time fram does halo reach take place

  • 06.09.2009 4:55 PM PDT

Register at your local Vault Tec office today! The world might not be there tomorrow...

The game Halo: Reach is assumedly based off of the book Halo: Fall of Reach which was set in a time period previous to the events occuring during the game Halo: Combat Evolved.

Also, to address another concern. Someone earlier posted about small battles. 5 v 5 stuff.

In order for this system to work, battles would indeed need to be much larger. Think about 15 vs 15 minimum. I am unaware of how many players the new title will support, but I was hoping for somewhere in the range of doubled. (30ish vs 30ish) This way, a squad consisting of 5 players (maybe more) could function independently or link up with other squads. Transport vehicles would play a large role, no longer the dangerous explosive double-kill they usually are. The maps would also need to be "open world" such as that of Halo: ODST. The larger the battlefield, the more important your classes will be... you are going to need an Engineer or Assault class to drive that 'hog to the enemies base. Keep him alive (Engineer) because he also needs to arm the bomb you're carrying! In this mixed up Halo variant no one is a Spartan, until they earn it. Same with the Covenant, no one gets shields until a certain rank!

So tell me, what would you like in a large-scale Halo-style multiplayer battle?

Vehicles
Weapons
Characters
Ranking System
Armors
and anything else you can think of!

[Edited on 06.09.2009 5:13 PM PDT]

  • 06.09.2009 5:09 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

If Halo: Reach was a squad based shooter I would want Bungie to quickly release a patch that turned it back into an FPS. Happy?

  • 06.09.2009 6:03 PM PDT

Register at your local Vault Tec office today! The world might not be there tomorrow...

Oi, n00b alert. First Person Shooter means that you will be shooting things from the First Person perspective- which can be accomplished basing a game around squad roles. Now, if only Bungie could release a patch that could cure the n00b over-abundance in forums such as these... that would be a monumental accomplishment.

-Achievement Unlocked- 1000G
n00b hunting season officially declared...

  • 06.10.2009 4:54 PM PDT

FOOD!!!

if it was, i would love to play as blue squad

  • 06.10.2009 4:56 PM PDT

Register at your local Vault Tec office today! The world might not be there tomorrow...

That's basically what I am basing this around. In the books you read about the legendary Blue Team. Each person had a particular role that they excelled in, sure, situations took them out of their ideal area of expertise but they managed to overcome. I just thought that making a squad based game would be an interesting spin to the Halo series.

  • 06.10.2009 5:51 PM PDT