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This topic has moved here: Subject: Two ideas for Halo Reach
  • Subject: Two ideas for Halo Reach
Subject: Two ideas for Halo Reach

1. So I've been playing the Halo 3 campaign with a friend quite a bit recently, as well as playing the single player campaign a bit as well, and I have noticed one difference that while being common knowledge among the populace, could create a neat environment in the Halo Reach co-op campaign.

Simply, in single player the Chief and the Arbiter have separate objectives at varying times, so they split up, and then meet up again to tackle a larger issue together. Whenever that happens it always feels more realistic and epic to me. In any case, I believe that incorporating this into the Halo Reach Co-op Campaign could be interesting, because you are playing with a friend but you don't ALWAYS have their company to keep you alive.

Obviously there are a few problems. I can currently only remember one big one which is spawning, there is no fair way to spawn when split up if there's only 2 people (or 3 in specific situations). The only possible fix for this would be to have the equivalent of the Iron Skull from H3 on during these times, However I imagine there are many people who enjoy having the CHOICE of that effect activating, since the standard procedure for Halo Co-op is spawning in when your teammate is safe. I need suggestions to fix this.

****EDIT****
New Idea. Instead of the Iron skull, the person who dies on their objective waits until they meet back up. As well, because they failed their objective, that would mean there are more covenant blocking the way, or there are less marines to help because now their pelican couldn't make it. Or something similar. The waiting to spawn would just be annoying then. whatever, then it's incentive not to die.
***END EDIT***
Other than that, I want to know what everyone else thinks about this idea, if it sucks, or if maybe I'm onto something.

2. This is less of an idea as of an observation.

In the Halo books, the Spartans have different defining features. For example, Kelly can run significantly faster than the others, and Linda is a much better sniper.

I feel that because of this, and since we are currently quite certain of our position in playing as other Spartans, that these (or at least some of these) should be incorporated somehow. If Kelly can run faster, she should be able to run faster. However, this should only be in Campaign, I can't see this going well in Multiplayer.

I didn't want to compare it to another game, but this does lead me to the idea of then being able to CHOOSE the spartan you play as or just being random (Like from L4D).

In any case. The idea is a bit cheesy I know, but I feel it is important as a part of the Halo Universe. What do you guys think?

[Edited on 07.22.2009 3:13 PM PDT]

  • 07.21.2009 4:52 PM PDT
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well it's kinda like gears of war like it with the spliting up but if you had squads of 2 go different ways it could work

  • 07.21.2009 4:59 PM PDT
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Don't take life seriously. Nobody gets out alive anyways.

Great idea. i sort of thought that on crow's nest it was sort of messing with the the plot on co op because arbiter stays with MC instead of getting on the pelican.

  • 07.21.2009 5:16 PM PDT

The specialties of the spartans could be used in a firefight game mode also

  • 07.21.2009 5:23 PM PDT

I like it. I just figured it could add more technical strategy to it.

  • 07.21.2009 5:25 PM PDT

i think your second idea could go over in multiplayer if you balanced it say this armour is light weight it doesnt protect you as mutch but you can run faster, you dont have a sheild but your invisible your a walking tank but your encumbered stuff like that and also i heard speculation of a spartan jet pack and or playing in outter space like in halo 2 for that short time. your first idea though is great talk about getting sucked into the game.

  • 07.21.2009 5:27 PM PDT

Just had a new idea for my first idea, and put it up there...

  • 07.22.2009 3:14 PM PDT
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about the spawning issue:

Have both players use different checkpoints, if one dies, they revert as if on one player mode, the other player continues with their objective.

If one player finishes their objective before the other, they can choose to spawn as a henchman/spartan/elite (depending on context) to assist their friend to their objective. When on the same side, the 2 would resume the spawning when teammates are safe.

  • 07.22.2009 3:34 PM PDT

Posted by: V3Rsi
about the spawning issue:

Have both players use different checkpoints, if one dies, they revert as if on one player mode, the other player continues with their objective.

If one player finishes their objective before the other, they can choose to spawn as a henchman/spartan/elite (depending on context) to assist their friend to their objective. When on the same side, the 2 would resume the spawning when teammates are safe.


I love it, it sounds perfect!

  • 07.22.2009 3:35 PM PDT