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  • Subject: Large scale gameplay for REACH... a real battlefield.
Subject: Large scale gameplay for REACH... a real battlefield.

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The Halo REACH Script (post thoughts in thread)

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Disclaimer: People need to stop being ignorant wen it comes to classes. Halo is a unique game, sure, but it is most definitely not the first FPS. It shares many similarities with older FPSes, but it has plenty of things that make it different, unique, Halo. You would not call Halo a Quake clone, even though the two are very similar... so why would you call a class based Halo REACH a Battlefield clone? It would not be identical, just as Halo 1/2/3 was not identical to Quake. It would have a very Halo feel if done correctly.

I have been a fan of Halo since the first game was released. Halo is really the only game that I ever play; other games only held my attention for a weekend or two. Its not just the gameplay that amazes me; its the simplicity of its user interfaces, the graphics style, and art style.

That said, I've been playing a lot of Battlefield 1943 lately. I love this game. I would really love to see Bungie's spin on the Battlefield-style game. I am not asking for a Halo: Battlefield game or anything like that, it would essentially be the same Halo we all know and love (shields, movement, etc.) but with larger maps, more vehicles, and player classes (preset by bungie to maintain balance, unlike COD's unbalanced custom classes).

The way Halo's iconic gameplay would carry over would breathe a breath of fresh air into this FPS sub-genre. What better opportunity than in Halo REACH?

CONTENTS
Introduction (this!)
Gameplay
Squads
Classes
Weapons
Equipment
Items
Vehicles (Part 1 ll Part 2)
Call-Ins
Gametypes

[Edited on 07.31.2009 10:19 PM PDT]

  • 07.24.2009 11:22 PM PDT

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The Halo REACH Script (post thoughts in thread)

Writing Lead of Whisper Studios. Check out Heron!

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GAMEPLAYA lot of Halo's classical staples would remain intact in my hypothetical game. The controls would carry over from the classics, as well as many of the abilities, such as vehicle boarding and the use of support guns (i.e. misile pod). Halo's gameplay would be mixed with class-based warfare and enormous maps.

Players first choose a species: Spartan, or Elite. From here, they will choose a class to spawn as. Spartans spawn with UNSC weapons while Elites spawn with their Covenant equivalents. Spartans and Elites can play together on the same team, but certain gametypes/playlists would allow for only Spartan vs. Elite warfare.

Players will select a class to play as, each with their own stats, weapon sets, special item, and special ability.


Controls
Right Trigger: Shoot
Right Bumper: Sprint

Left Trigger: Throw Grenade
Left Bumper: Cycle Grenades

A: Jump
X: Reload, Action
B: Melee
Y: Change Weapons; Hold to open inventory*

Left Thumbstick: Movement (click to crouch)
Right Thumbstick: Aiming (click to zoom)

Up: Equip special item
Down: Squad leader COM channel
Left: Flashlight
Right: Flashlight

Back: Hold for scores. Click over map navpoint to mark location as point of attack for squadmates.
Start: Pause


* The inventory is split into four quadrants. Left and Right are your two weapons, the top is whatever equipment you may have picked up, and down is your special item.

[Edited on 08.03.2009 9:45 PM PDT]

  • 07.24.2009 11:23 PM PDT
Subject: Battlefield REACH
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posted lol

  • 07.24.2009 11:23 PM PDT

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The Halo REACH Script (post thoughts in thread)

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SQUADSSimilar to Halo 2 and 3's Party system, squads will be small groups of players who make up a team. With an increased number of players (12-16 per team), communication would greatly suffer if left as it currently is. Battlefield 1943 has a good system: squads.

Players would go in with different sized squads, depending on how large the playlist call for. The squadmates could talk to eachother freely with pressing no buttons. The squad leader, the person who started the party, could speak with fellow squad leaders by pressing Down on the Dpad.

Squads are numbered 1-? depending on how many are on the team. Someone not on your squad will bare their squad number over their heads, to help players easily identify who they are near. For example, their squad leader may tell Squad 3 to move in to a base from the rear while your squad heads in from the front. You would see Squad 3's members group up behind the flag zone, and you know its time to move in.

To spawn in the action, you could "squad spawn" onto an individual in your squad, keeping groups tight knit. When looking at a member of your own squad, you would notice above their head their customized emblem as well as their callsign, to help easily differentiate.

Whenever someone on your team dies, red "X" appears on your screen. Squadmates' "X"s are larger than non-squadmates'.

  • 07.24.2009 11:24 PM PDT
Subject: Large scale gameplay for REACH... a real battlefield.

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The Halo REACH Script (post thoughts in thread)

Writing Lead of Whisper Studios. Check out Heron!

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Player Classes:The player can choose from classes of Spartans (or Elites): Support, Recon, Soldier, Technician, and Sniper (from left to right on the banner above). Each of them has a special ability, a special item, and a special vehicle ability.

There are 30 points split between ten atrributes. Each Spartan will have specialities, except for the Soldier class which ranks midway in all atributes, like the Master Chief. The average * * * (3) stars are equivalent to their attribute in Halo: Combat Evolved (except for jump height, in which *** stars are equal to Halo 3: ODSTs jump height), so you have something to go off of in finding out how effective each Spartan is in what area.

There would be NO create-a-class for this game, since it would be unbalanced (as it is in COD games); only preset classes balanced by bungie.

The name of the Elite class equivalent to the Spartan's will be next to the Spartan class. i.e. in "SOLDIER (Warrior)," the Spartan class is Soldier, while the Elite equivalent is Warrior.

SUPPORT (Watcher):Primary Weapon: Close-medium (Heavy Machinegun Default)
Secondary Weapon: Anti-Armor (Spartan Laser Default)
Grenades: Frag (x2), Smoke (x2)
Special item: Biofoam.

Special Ability: Hold the B button before meleeing for instant-kill melee. Support weapons don't slow them down.
Vehicle Ability: vehicle-mounted weapons have infinite ammo.

Health * * * * *
Shield Strength * * * *
Shield Recharge * *
Fall Damage Resilience * * * *
Endurance *
Agility *
Jump Height * *
Melee Strength * * * * *
Melee Speed * *
Motion Sensor Range * * * *



RECON (Ossoona):Primary Weapon: Submachine Gun (Silenced SMG Default)
Secondary Weapon: Sidearm (M6C/SOCOM Default)
Grenades: C-7 Explosives (x4)
Special item: Active Camouflage Module.

Special Ability: Health regenerates automatically. Can sprint longer. "Enhanced" motion tracker.
Vehicle Ability: Vehicle doesn't appear on motion trackers.

Health *
Shield Strength * *
Shield Recharge * * * *
Fall Damage Resilience * *
Endurance * *
Agility * * * * *
Jump Height * * * *
Melee Strength *
Melee Speed * * * * *
Motion Sensor Range * * * *



SOLDIER (Warrior):Primary Weapon: Medium (Battle Rifle Default)
Secondary Weapon: Close-medium (Assault Rifle Default)
Grenades: Fragmentation (x4)
Special item: None.

Special Ability: Health regenerates on its own. Can hold more ammo for all weapons.
Vehicle Ability: None.

Health * * *
Shield Strength * * *
Shield Recharge * * *
Fall Damage Resilience * * *
Endurance * * *
Agility * * *
Jump Height * * *
Melee Strength * * *
Melee Speed * * *
Motion Sensor Range * * *



ENGINEER (Weapons Master):Primary Weapon: Close (Shotgun Default)
Secondary Weapon: Anti-Armor (Rockets Default)
Grenades: Thermite (x4)
Special item: Repair Tool.

Special Ability: Melee lunge with all weapons. Rocket tracking. Less overheat time on all weapons. Hold B button for an instant kill melee (aided by combat knife).
Vehicle Ability: vehicle-mounted weapons take longer to overheat.

Health * *
Shield Strength * * * *
Shield Recharge * * * * *
Fall Damage Resilience * * * *
Endurance * *
Agility * *
Jump Height * *
Melee Strength * *
Melee Speed * * * *
Motion Sensor Range * * * * *



SNIPER (Spec Ops):Primary Weapon: Long (Sniper Rifle Default)
Secondary Weapon: Sidearm (M6C/SOCOM Default)
Grenades: Flashbang (x4)
Special item: Binoculars; use to temporarily mark all visible targets to teammates.

Special Ability: 2x Scope for all weapons.
Vehicle Ability: able to zoom in from the side-seat. All vehicle-mounted weapons have a zoom mode to increase accuracy.

Health * *
Shield Strength * *
Shield Recharge * *
Fall Damage Resilience *
Endurance * * * * *
Agility * * * *
Jump Height * * * * *
Melee Strength * * * *
Melee Speed * * * *
Motion Sensor Range *


[Edited on 08.03.2009 9:47 PM PDT]

  • 07.24.2009 11:25 PM PDT

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The Halo REACH Script (post thoughts in thread)

Writing Lead of Whisper Studios. Check out Heron!

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WEAPON SETS:There are numerous weapons "sets," which are classes of similar-acting weapons. Each of the player classes have access to two weapon sets. There will be no dual wielding, but all weapons which were previously dual wieldable will recieve damage boosts like the Needler in Halo 3 and the weapons in Halo 3: ODST.

LONG RANGESRS99C Sniper Rifle: the primary UNSC Sniper Rifle. It operates similarly to the Halo 1 version, but with much more kick-back, making it take longer to steady your shots (promoting you to go for a headshot), and is a two bodyshot kill, or a single headshot kill. 2x, 10x scopes.

M99 Gauss Rifle: The M99 Staunchion Gauss Rifle was once used by Johnson to assassinate a rebel leader. It will be a one bodyshot kill, but the kickback is significantly stronger than the Sniper Rifles, making it hard to control. It only has one round per magazine. 5x, 10x, 15x scopes.


Beam Rifle: similar to the UNSC Sniper Rifle, it contains the same number of "shots," but does not require a reload. Kills in one headshot or two bodyshots. It can fire two simultaneous shots for the price of an instant overheat. 5x, 10x scopes.

MEDIUM RANGEBR55 Battle Rifle: the Battle Rifle is the standard UNSC sharpshooter rifle. It fires in three round bursts, and has a range between a sniper and assault rifle. 3x scope.


Carbine: the Covenant analogy to the Battle Rifle, this weapon fires significantly faster but requires a few more shots to kill. 3x scope.

CLOSE-MEDIUM RANGEMA5B Assault Rifle: the MA5B assault rifle from Halo 1 will return, but with an overhaul. When fired in full-auto, it is nearly identical to its predecessor, however, when burst fired, its range reaches into close-medium range, and when single shotted, it is effective at mid-long range, to de-scope snipers. It kills in about 20 bodyshots or 10 headshots, against the "Soldier". The magazine has been cut down to 45 rounds for balance. 2x scope.

Heavy Machinegun: the HMG operates similarly to the Halo 1 Assault Rifle, but is significantly stronger. It has 80 rounds/magazine (with a long reload time), and is a great weapon for supression.

Plasma Rifle: the PR is the Covenant analog to the Assault Rifle. It operates similarly to the Halo 1 PR, though when single shotted, its range will mirror the new AR (mid-long range, if led enough). The stun returns, however, this time only on headshots. 2x scope.

Plasma Cannon: the Plasma Cannon is the Covenant analogy to the HMG. It has similar damage and firing rate, but is mosre effective against shields than health. It has stun on headshots only.

Needler: the Needler is a unique weapon; it fires crystaline projectiles which track targets, imbed themselves in flesh, and detonate. This version is similar to the Halo 3 Needler, but it would require 3 more projectiles for the killing explosion, and the shards will be darker in the air to make them easier to strafe.

ANTI-ARMORXM510 Grenade Launcher: making an appearance in Halo Wars, this grenade launcher operates similarly to the Brute Shot in Halo 3, except the grenades will not detonate midair.

M19 SSM Rocket Launcher: the Rockets make an appearance. Almost identical to the Halo 2 version, but with no tracking capability by default (unless you are playing as the Engineer class).

W/AV M6 G/GNR Spartan Laser: the laser makes a re-appearance, instantly killing infantry, but in order to kill a vehicle, now the beam will need to be focused on the vehicle for 2-5 seconds, depending on the size of the vehicle. The charge time and number of shots is increased to make up for the lesser power.

Brute Shot: the Brute shot returns as the Covenant analogy to the Grenade Launcher. This weapon acts like the Halo 2 version, but with more killing power.

Fuel Rod Gun: the FRG returns, almost identical to the Halo 1/Halo PC version, but with a smaller battery for balance.

Hunter Cannon: the Halo 2/3 Hunter Cannon is now a usable weapon. Similar to the Spartan Laser in that you can guide the beam into a target, this is much more powerful against vehicles due to its high lead time.

SUBMACHINE GUNM7 SMG: the SMG returns similar to the version in ODST, only with no scope and no silencer.

M7S Silenced SMG: the SMG from ODST, scoped and silenced. Kills in less shots than the normal SMG, but it doesn't disrupt your active camo or make you appear on radar. 2x scope.

Spiker: similar to the version in Halo 3, but with upgraded power as dual wielding has been removed. It has more range as well, similar to the "Halo 3 ODST SMG," and can nail bodies to walls.

Brute Plasma Rifle: the Brute PR is now essentially a much weaker version of the Plasma Rifle, which shoots faster, and has less range. It is a Covenant analogy to the SMG, while the Plasma Rifle is an analogy to the Assault Rifle.

SIDEARMM6D Pistol: the Pistol returns as it was in Halo 1, but with a louder raport, semi-auto instead of automatic, and killing in 5 shots instead of 3. No more scope.

M6C/SOCOM Magnum: similar to the above pistol, but with less stopping power. It is also silenced, so it doesn't disrupt active camouflage or make you appear on radar. 2x scope.

Plasma Pistol: nearly identical to the Halo 1 Plasma Pistol, but with the EMP effect and battery drain from Halo 3.

CLOSE RANGEM90 Shotgun: identical to the Halo 1 Shotgun, but with a slower ROF and only 6 shells/magazine like the Halo 3 Shotgun.

M7057 Flamethrower: handheld like in Halo PC, it would have more range to combat the Shotgun. It is no longer a support weapon. It should behave more like a real-life flamethrower; check Gears of War of World At War for a good example.

Needler Shotgun: the Covenant analogy to the Shotgun. It fires a burst of explosive Needles. It has less range than the Shotgun, but has a very fast ROF. It is not an instant-kill; there is a slight delay for the Needlers imbedded into the target to explode.

Plasma Caster: the Covenant analogy to the Flamethrower; it has less range but more power, spewing a cloud of super-heated plasma.

Energy Sword: similar to the Halo 2 version, but with Halo 3's battery, as well as taking just one "B" hits to kill.

MELEEMachete: very swift swings; it kills in two hits. It, like the other melee-class weapons, are the only weapons to have a melee lunge.

Combat Knife: taking about 3 hits to kill, it swings faster than the Machete. The knife is unique in that the melee can be charged by holding down the B button, then releasing, for a precision lunge to the neck for an instant kill.

Energy Cutlass: with a slow swing, it is an instant-kill, but with a slight delay. It is essentially a large crystalline club which embeds a piece of it in its target, and then explodes. A Jackal used one against Johnson and his squad in Halo: Contact Harvest.

Plasma Dagger: the plasma dagger is the Covenant analogy to the Combat Knife, with the same power and charge ability.

GRENADESGrenades are thrown by pressing LB, and they can be cooked by holding down the trigger before throwing. When cooked, the grenade will be more effective, and have an altered appearance.

M9 HE-DP Fragmentation Grenade: like the Halo 2/3 frag. If cooked, it behaves like the Halo 1 frag with a shorter fuse time. It spews smoke when cooked so that targets will know what they're facing.

Thermite Grenade: an incendiary grenade, it spews flaming napalm onto a target, killing them slowly.

C-7 Plastic Explosive Charges: the C-7 are timed charges that can be thrown onto any surface. They will stick to the surface, and cannot be cooked. Instead of cooking when the LT is held, it will bring up the detonator.

Flashbang Grenade: the flashbang releases a brief flash of light and a loud stun to disorient targets in its radius.

Smoke Grenade: the smoke grenade unleashes a massive wall of smoke to cloak movement within.

Plasma Grenade: they act like the Halo 1 version with a long fuse and large blast radius, but will be instant kills and burn a bright red if cooked.

Anti-Matter Grenade: the anti-matter grenade vaporizes a portion of the target that it hits, making it instant-kill.

Energy Charges: the Energy Charges operate similarly to the C-7, only this is a plasma charge.

Sonic Grenade: the sonic grenade is the Covenant answer to the Flashbang grenade; it detonates and makes vision blurred and shaky for those within the radius, and deafens them temporarily.

Air Distortion Grenade: the Air Distortion Grenade is the Covenant answer to the smoke grenade. This grenade detonates and makes the air in the radius distorted and wave, in a large bubble pattern, effectively blocking movement behind the radius.

[Edited on 08.03.2009 9:49 PM PDT]

  • 07.24.2009 11:26 PM PDT
Subject: Battlefield REACH

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The Halo REACH Script (post thoughts in thread)

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EQUIPMENTEquipment is stored in your inventory. You can carry one piece of equipment; each class has its own off the spawn. Equipment is shared between Covenant and UNSC, so they are the same models.


Lotus Anti-Tank Mine: similar to the trip mine in the Halo 3 Beta. It beeps but does not light up. It would not be triggered by teammates walking over it. The person who threw it may crouch walk on top of it and de-fuse it before picking it back up. The mine will be able to stick to a vehicle, and it will be marked on allies' HUDs by a thin glowing outline visible from anywhere on the map.

Bubble Shield: the Bubble shield would be identical to the version in Halo 3, only would have a new design so that it rolls down hills as power drainers do.

Power Drainer: identical to the Halo 3 version.

Gravity Lift: same as the Halo 3 version.

Regenerator: same as the Halo 3 version, but fixed so that fights which occur in the aura are not so random.

Flare: same as in Halo 3.

Deployable Cover: would look more like the Halo 1 Covenant shields from The Silent Cartographer. Could be picked up and re-used.

Radar Jammer: same basic concept as Halo 3, but the motion trackers would look different in REACH (overlaid over an overhead view of the map) so it would be more visually appealing.

Automated Turret: similar to the Halo 3 version, only fixed so that they work outside of single player.

  • 07.24.2009 11:27 PM PDT

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The Halo REACH Script (post thoughts in thread)

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ITEMSEach different class comes with a special item. Equip the item by pressing Up on the Dpad. When creating a class, you can choose one of the special items.

SUPPORTBiofoam: the Biofoam is injected into yourself, or a nearby ally, bringing them back up to full health. It replenishes itself automatically.Medical Gel: the Covenant analog to Biofoam.

RECONActive Camouflage Module: Active camouflage bends the light around the user to make them virtually invisible. It will be like the Halo 1/Halo 3 camo, only you can turn it on/off as it is now a special item. Toggle it on/off by using Dpad down if you are the Recon/Ossoona troop type. It has a short charge for balance, and needs to regenerate.

TECHNICIANRepair Tool: the repair tool can be equipped, then used on vehicles to bring them back up to full health.Plasma Cutter: the Covenant analog to the Repair Tool.

SNIPERBinoculars: the Binoculars can be equipped and used to enhance vision greatly as a Sniper. Binoculars will display all targets to you by outlining their forms, and you can temporarily make their positions available to all allies. This ability needs to regenerate. Night vision and Thermal vision modes are also available.Vision Magnifier: the Covenant analog to the Binoculars.

  • 07.24.2009 11:28 PM PDT

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The Halo REACH Script (post thoughts in thread)

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VEHICLESThe vehicles in the Halo games are part of what makes the games unique. They have evolved over time, and I think that it would be fitting for them to take another leap in my version of REACH. All vehicles will be desructible, of course, and they will be able to take quite a beating by any non anti-vehicular weapon. But all vehicles would now have weak points (similar to the Ghost in Halo 2) which, if damaged enough, would defect and eventually disable the vehicle.

The vehicles could be fixed by a mechanic, or at repair locations in various parts of the map. Vehicles should also have a limited ammunition supply (not too shallow, but limited) so that vehicles would need to backtrack every once in a while to resupply. With vehicles' power increased over infantry, this is good for balance.


AERIALSkyhawk: the Skyhawk is a UNSC fighter jet, so it would have unique handling, similar to the planes in Battlefield 1943. It is capable of holding a pilot and a passenger. The pilot is in control of a pair of mounted machineguns, a pair of missiles, and a bomb which has quite a learning curve to aim correctly. The secondary person is in control of a rear-mounted machinegun.

Pelican: the Pelican would be a troop transport. It holds one pilot, and seven Spartans in the rear, six sitting and the seventh standing using the rear-mounted machinegun. The pilot can use a chin-mounted gatling gun and a pair of missile launchers mounted under the wings. The Pelican handles less gracefully than the Skyhawk, but makes up for it in being able to transport troops. The pilot can also lower down to a vehicle and attach it to the rear maglift of the Pelican, and drop it off anywhere they want.

Hornet: the Horney would pilot similarly to the one in Halo 3, but with a much more effective machinegun, and with swifter missiles which do not lock on, but are instant-kills with a small blast radius.Vampire: the Vampire operates similarly to the Skyhawk, but lifts off vertically. The pilot can use a pair of mounted plasma cannons, a pair of fuel rod cannons, and a plasma bomb. The second person can use a rear-mounted plasma turret. The wings could be damaged and destroyed.

Phantom: the Phantom can hold 12 troops. The pilot can control the gravlift to bring up/down players, and to balance this freedom, the pilot only has one means of defense: a front-mounted plasma cannon. The passengers can operate the other three turrets if they are aboard.

Spirit: the Spirit is like a smaller and swifter version of the Phantom. It can hold less troops in the rear (8), but has a boost capability to make up for its flimsier hull.

Banshee: the Banshee would operate similarly to the Halo 3 version, but with the hover capability and the weight that the Halo 1 version had. The way plasma operates in this game would be like Halo 1, so slower more powerful plasma cannons, and a more explosive fuel rod shot. Its weakpoint is the rear of the Banshee, where a player can snipe the pilot out with enough aiming skill. The gravity pods can also be damaged, interrupting the vehicle's effectiveness, or destroyed, crippling it. It would also have a small fusion engine on the underside which could be damaged or destroyed from another angle.

HEAVY VEHICLESElephant: the Elephant operates similarly to the Halo 3 version, but slightly faster, and more enclosed like the one in Halo Wars. Its weak point is located inside; damage a large, enclosed engine block under the driver section.

Wolverine: the Wolverine is a fast moving anti-air vehicle. It has two missile pod matrices on its back, as well as an automatic grenade launcher for point defense. The missiles home in on targets, and are instant kills against infantry. The weak points are its tires/treads, and its engine.

Scorpion: the Scorpion is the primary battle tank of the UNSC. It fires a massive explosive shell from its main cannon, and is equipped with an accurate machinegun turret which is usable by a second player. Four players can sit on the treads. Its weakpoints are the hatch, the treads, and the rear-side.

Gauss Scorpion: the Gauss Scorpion is similar to the regular Scorpion, but rather than a cannon, it has a tri-shot Gaus cannon like the Pillar of Autumn's MAC cannon. It has an inaccurate but powerful machinegun turret like the Halo 1 Scorpion's, controllable by a second player. Its weakpoints are the hatch, the treads, and the rear-side.

Flamethrower Scorpion: similar to the Scorpion, its main cannon has been replaced by a long-range flamethrower, and its machinegun turret replaced by a large FlaK turret, which is essentially a giant shotgun. Its weakpoints are the hatch, the treads, and the rear-side.

Mylodon APC: the Mylodon is the UNSC Shadow; it can carry 10 troops in the armored back, and it has a pair of machinegun turrets above for two more troops to use. The driver can open/close the back hatch to allow the rear troops to fire on following enemies. Its weakpoints are its treads and engine.Strigoi Assault Platform: the Strigoi is the Covenant answer to the Elephant. It is roughly the same size, and hovers rather than being propelled by treads. Its weakpoints are its anti-gravity generators, one in the rear, one in the front.

Wraith: the Wraith is similar to the Halo 2 version, with the secondary turret from Halo 3's Wraith. Four players can ride the "wings," two on the front facing forward, two on the back wings facing backward. Its weakpoints are the hatch, its wings, and the rear-side.

AA Wraith: the AA wraith is similar to the normal Wraith, but with sloppier handling like in Halo 3, a longer boost function, and its mortar cannon replaced by a pair of homing fuel rod cannons. Its weakpoints are the hatch, its wings, and the rear-side.

Shadow: the Shadow returns from Halo 2. One driver, one turreter on top, and 8 troops in the rear, or a single small-medium vehicle. It has a boost function. Its weakpoints are the hatch, its wings, and an anti-gravity generator on the rear side.

  • 07.24.2009 11:28 PM PDT

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The Halo REACH Script (post thoughts in thread)

Writing Lead of Whisper Studios. Check out Heron!

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MEDIUM VEHICLESWarthog: the Warthog would operate similarly to the Halo 3 version, with fixed physics, and BR shots would no longer send it spinning. The turret would have a limited ammunition pool: plenty for a good player to go on sprees with, not enough to carelessly waste shots by holding down the trigger into a wall. The ammo could replenished by a Support troop or at a select part of the map.Its weakpoints are its engine and its tires.

Missile Warthog: the Missile Warthog would handle like the Warthog, but it will have a black paintjob with a yellow stripe, like the Rocket Warthog. Instead of a rocket turret on the back, Argent V missiles would be mounted. The missiles would be more effective against infantry with a swifter airspeed (but smaller blast radius) than the rockets, and they could also home in on vehicles. Its weakpoints are its engine and its tires.

Gauss Warthog: the Gauss Warthog would be nearly identical to the Halo 3 version, but with a darker green paintjob and a slower rate of fire for balance. Its weakpoints are its engine and its tires.

Transport Warthog: the Transport Hog would be similar to the version in Halo 3, but this time Spartans/Elites could fit into the back. It can hold four players in back, a driver, and a passenger. It has no defenses other than its passengers. The more people in the back, the slower the maxmium speed.Prowler: the Prowler would handle as it did in Halo 3, but this time its plasma cannon would be replaced by a heavy repeating version of the Spiker, shooting massive blazing rods of metal through the air, capable of nailing targets to walls. One driver, two passengers, and a gunner. Its weakpoints are its engine and its tires.

Spectre: bring back the Halo 2 Spectre, but make its turret more powerful, and increase its boost speed. Its weak point would be a noticable fusion engine on the front end of the vehicle.

LIGHT VEHICLESRecon Warthog: the Recon Warthog is a turretless version of the Warthog. It drives much faster, and does not show up on motion trackers. It can hold one driver, one passenger, and two in the rear. All opponents are marked by red dots to those within this warthog. The Warthog has improved handling as well as a "turbo" ability similar to the boost of Covenant vehicles. Its paintjob is sleek black, and it is fully enclosed rather than open like the normal 'Hog. It also has a small antenna. Its weak points are its tires and engine.

Mongoose: the Mongoose would return, but this time, it should drive faster than the Warthog, not just accelerate quicker. It can hold one driver and one passenger. The Mongoose should be boardable this time as well. Its weak point would be its tires.Chopper: the Chopper from Halo 3 should return, but with less chance of flipping onto its side. Its weak point is a small rotary engine within the front "tire," when, if damaged, will stop the tire from moving, effectively crippling the vehicle.

Ghost: the Halo 1 Ghost should return with the boost from Halo 2/3. Its weak point is the "gas tank" on the side of the vehicle.

  • 07.24.2009 11:29 PM PDT

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The Halo REACH Script (post thoughts in thread)

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CALL-INSAt certain points in the map, players can enter a secure location and "call in" reinforcements. They would do no damage to allies, and would be devastating to enemies. A limit of one call in per round per player would ensure that one player isn't hogging all of the call-in opportunities from the rest of the team. Available call-ins would vary by map and gametype.

ORBITAL STRIKEMAC Blast: a MAC blast is a precision orbital strike which can be applied to a spot on the map, or even locked on to an enemy vehicle (while in the overhead map for the call-in, hover over the enemy vehicle icon and tap the right trigger, the computer will do the rest). If hit by this, you will die, no matter what.Cleansing Flame: this is the Covenant equivalent of the MAC blast; instead of a super-dense metallic slug hurtling down from space, it is a devastating lance of plasma which will tear through anything in its path.

CARPET BOMBLongsword: carpet bombings are messy. But they get the job done. Call one in, and you will control a small wing of Longsword fighters simultaneously. They fly in from off-map, and you can get an accurate view of where the bombs will fall by cycling cameras. Press the R trigger whenever you want to drop the payload of bombs which will wipe out most anything under it.Seraph: the Covenant equivalent of the Longsword carpet bombs; the player controls a wing of teardrop shaped Seraph fighters this time, and drops bombs of explosive plasma.

HEAVY ASSAULTVulture: the player can call in the massive assault platform called a Vulture, and set it to hover over one of the keypoints of the map. It will automatically target any enemies in the area if the NPCs aboard notice them. Enemies can board the heavy gunship and destroy it from the inside out by assaulting its fusion core.Scarab: the Covenant equivalent to the Vulture. A Covenant Frigate swoops down and drops a Scarab walker over the appointed part of the map, and the NPC aboard will wreak hacok on the region. Like the Vulture, the Scarab can be boarded and destroyed from within. The Scarab should be similar to the Halo 3 version, but larger, and with a more detailed interior housing more enemies.

LIGHT ASSAULT:Cyclops: the Cyclops is a massive figher controlled by a human. When called in, a pair of them will be dropped from the sky to the calling players location, and will release a quick burst of thrusters at the end of their descent to slow their fall before landing. They will follow the calling player around and help them fire on enemies. They can be ordered forward by pressing the Back button on a aprt of the map, and will regroup if you click the navpoint again to make it disappear. They will fight by yourside until they die. If the player dies, the NPCs will do their best to make their way to your spawn location (or you could "squad spawn" to their location).Hunter: similar to the Cyclops, a Covenant Frigate will swoop down and shoot down a gravity lift, deploying a pair of Hunters which will aid the calling player until they die.

  • 07.24.2009 11:30 PM PDT

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GAMETYPESMany gametypes from Halo, Halo 2, and Halo 3 would return, tweaked for the larger scale combat. Team and Free For All modes would be available, and teams of Spartans/Elites would mix, but certain playlists would call for purely Spartan vs. Elite combat.

The custom games editing would return from Halo 3, but with more capabilities.


Slayer
Slayer variants, as you all surely know, are all about killing. Slayer would surely be a popular game mode in my version of Halo REACH. The defaults could be overidden in custom games and starting equipment and player stats made identical across the board, to bring back classic Halo gameplay.

Assault
Assault has one team bringing a transponder into the enemy base, arming it, and calling in a massive pinpoint strike (either a shower of plasma or MAC rounds) to end the round. Variants include Multi and Neutral assault.

Capture the Flag
Capture the Flag has one team attempting to steal the signature flag of the opposing team, and bringing it back to their home base. Variants include Multi and Neutral flag.

Territories
Territories in this game would play similarly to "Conquest" in Battlefield 1943. Both players spawn at their bases and duke it out over key points of the map, signified by flags (or possibly holograms, for a more futuristic effect)... like Territories in Halo 2/3, but on a much larger scale. Territories do not "lock" like they do in Halo 3; they can be unlocked by the opposing team. Variants include One Sided, where one team tries to attack the other and take territories, and hold them for a set amount of time. It is the defending team's duty to defuse these territories and deny the enemy their time.

King of the Hill
King of the Hill has a "hill" in the center of the map; the two teams work to try and take it from the other. Variants include Crazy King, where the hill methodically moves to different strongpoints throughout the map.

Oddball
Two teams battle over the skull of a fallen comrade, long dead. The purpose is to hold the ball for the longest amount of time by the time the end of the game comes, or to simply max the time out.

Juggernaut
Juggernaut is a flexible gametype, where one (or more) players battle outnumbered against the rest. The juggernaut(s) have special abilities which give them the edge over their enemies. You kill the juggernaut, you gain his powers. Popular modes would be Predator, Dreadnaught, and 20 vs. 4.

VIP
VIP is a game mode where two teams fight to defend their VIP, very important player. Killing the VIP will earn the team points; gain enough points to end the game. Variants include Escort, One Sided, Assassination, and Influential.

Infection
Infection is a game where the infected attempt to infect the humans, gaining more people on the infected team. Once all of the humans have been infected, the round/game ends. This is a very flexible gametype and can be tweaked greatly. Possibly infected people could be turned into Flood Combat Forms. Popular variants include Halo 2 Classic, Alpha Zombie, and Save One Bullet.

Race
The player's objective is to be the first person or team to reach all checkpoints marked on the map. Checkpoints are demarcated by an arrow or, if a player is directly facing one, a flag icon. The player/team needs to rack up more laps than the opposing side.

  • 07.24.2009 11:30 PM PDT

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The Halo REACH Script (post thoughts in thread)

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DONE.

Not sure how you will all react to this. I have always loved Halo the way it was, but after 3 relatively similar games, I would like the prequal to be something different. Halo 4 can be like what we all know Halo to be... but I would like Bungie to experiment... on a larger scale.

Its a very long read... but let me know what you think.

  • 07.24.2009 11:32 PM PDT
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NO MAN
U RUIN IT :[
ur basiclly copying almost EVERYTHING from battlefield
not cool bungie aint gonna do that lol

[Edited on 07.24.2009 11:39 PM PDT]

  • 07.24.2009 11:34 PM PDT

(;3=

yes that is a freakin novel you wrote cheewawa but i like this idea not half bad and it might actually be fun. adds some strategy which i think halo 3 lacks (halos are more run gun but that is getting old to me and a bit to easy)

  • 07.24.2009 11:41 PM PDT

The game you a proposing is basically a mix of Battlefront and Battlefield, but set int he Halo universe. I like it; can't say many others would. Would it be first or third person?

  • 07.25.2009 12:08 AM PDT

Multiplayer Gameplay
Halo:CE------------------Reach--------Halo2-----------------H alo3
Campaign Experience
Reach----Halo:CE-----------------ODST-----Halo2---------Halo3

Glad that Halo 3 garbage is dead, thanks to Reach.
Unfreakenbelievable!!

It's an interesting concept, and it works really well for certain games. However, I really don't think it would work with this game's design. I don't like the balance of particular classes to other particular classes; it would turn into alot of fights being "well I had this weapon for my class therefore I beat you because you chose that class", which would add alot of just annoying frustration IMO.

I can already tell the Sniper class for Spartans will be overly dominant.

But, it could work if Bungie takes a whole 'nother direction in balance and game mechanics. I think the Squad idea could work to bring a new dimension to this game by adding large-scale battle support; however, Bungie would seriously need to correct their lag problems for that many players. It's just that classes for Halo make me shutter in fear with just the thought of it, and I also don't think Bungie would go for it since they are so firm on balance.

  • 07.25.2009 2:25 AM PDT

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I am an avid reader and I couldn't stand reading all that. As soon as I realised you were inferring a class-based game I refused to play anymore.

It is the lack of classes that makes Halo what it is.

  • 07.25.2009 2:40 AM PDT
Subject: Large scale gameplay for REACH... a real battlefield.

I speak the truth, and truth speaks itself.
The lies disguise what you despise.
Run. Flee and be, what you've always dreamed.
What happens now won't matter later.
What you see will not be, nor what you imagine will not happen.
The end is close, so take your dose.

I read your entire posting.

While you do have some amazing ideas in there, some are just too complex for what halo is. For example, the class system, along with customizable attributes.

The idea of having all those special abilities could be overwhelming to a player not used to them, and would easily lose interest in the game. The typical Halo player would be used to going into a game on equal odds. Everyone has the same starting gun (unless custom games, of course) and you have an equal chance to find anything on the map and use it.

Your version of the game would vary greatly from the other Halo games.


A version like this could work very well.
I'd adore making my own class. It would give Halo: Reach near-ultimate customization, IMO.
Of course, though, while reading some of the bios on the vehicles, it started to sound like you had to be in a vehicle, just to live. And even then, it was near no-chance of survival.
Ground troops could become virtually obsolete, unless, of course, you were a very good ground troop.

It sounds like the only thing ground troops would be useful for would be quick strikes (sniping, recon, and using a fast-class to quickly raid enemies) and even then, they'd have to be stealthy about it.

Another point is, with vehicles like those and "Call-Ins" you would need very large maps. You wouldn't want a MAC coming in and taking out 3 or 4 enemies, at the expense of your own. It would be better not calling that at all.



[Edited on 07.25.2009 3:21 AM PDT]

  • 07.25.2009 3:02 AM PDT

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The Halo REACH Script (post thoughts in thread)

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Posted by: Loaja343
I am an avid reader and I couldn't stand reading all that. As soon as I realised you were inferring a class-based game I refused to play anymore.

It is the lack of classes that makes Halo what it is.
This would be a different type of Halo game. Like Halo Wars.

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Last seen 4 hours ago playing Halo Wars

[Edited on 07.25.2009 10:09 AM PDT]

  • 07.25.2009 10:04 AM PDT
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READ:

Sending me a group invite or some kind of other pointless, time wasting advert gets you blocked. Don't bother wasting your time. kthnxbai

This would be awesome, as i'm a huge Big Team fan. I can't see it happening though. ):

  • 07.25.2009 10:20 AM PDT

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Posted by: a flying jar
I read your entire posting.

While you do have some amazing ideas in there, some are just too complex for what halo is. For example, the class system, along with customizable attributes.

The idea of having all those special abilities could be overwhelming to a player not used to them, and would easily lose interest in the game. The typical Halo player would be used to going into a game on equal odds. Everyone has the same starting gun (unless custom games, of course) and you have an equal chance to find anything on the map and use it.

Your version of the game would vary greatly from the other Halo games.
I don't really see how thats a problem. Halo Wars varies greatly from the other Halo games, bungie can step outside the box with this project, too. This isn't Halo 4, or anything...


A version like this could work very well.
I'd adore making my own class. It would give Halo: Reach near-ultimate customization, IMO.
Of course, though, while reading some of the bios on the vehicles, it started to sound like you had to be in a vehicle, just to live. And even then, it was near no-chance of survival.
Ground troops could become virtually obsolete, unless, of course, you were a very good ground troop.
Vehicles wouldn't be extremely effective... there would be plenty of cover, and new ways to take them out which do not exist in Halo 3. So they wouldn't be overpowered if a BR could kill them if aimed right (i.e. shoot the tires a bunch of times to slow it down, destroy its engine to cripple it)

Another point is, with vehicles like those and "Call-Ins" you would need very large maps. You wouldn't want a MAC coming in and taking out 3 or 4 enemies, at the expense of your own. It would be better not calling that at all. Yes, the maps would be very large compared to most of the Halo maps, on a similar scale to those in Battlefront or Battlefield games. They would be larger to accomodate a larger player maximum (22-32 players, anything in between there would be good IMO).

  • 07.25.2009 10:24 AM PDT
Subject: Battlefield REACH

I love the Weapons, Vehicles, Equipment, Grenades, and support. But classes? No thanks.

Great thread Cheewahwa.

  • 07.25.2009 10:46 AM PDT
Subject: Large scale gameplay for REACH... a real battlefield.

I would like this kind of gameplay, more war like, but I wouldn't find it in the taste of the Halo series(as made by bungie).
Some would be good things to have.
-Spartans vs Elites, memorable fights.
-Squads, spawning with allies(campaign style, if it is safe)
-Equipment, if there could be a chance for the jackal shield to be used.
-Weapon set, new guns are good(Charges, C7 and energy, would be too close to mine)
-Vehicles(all)
-Gametype, tweaks.
-Larger team limit.

Albeit this seems to stray too far, making it feel like it would be called Battlefield: Halo
-Classes wouldn't be enjoyable taking the importance of having to find a weapon.
-Controls should be FULLY CUSTOMIZABLE, and still have preset options.
-Inventory, not as quick as wanted.(I want a quick equipment drop)
-Melee weapon...just a pick up, adds some damage, not BF style

  • 07.25.2009 11:04 AM PDT