- lolsandwhich
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- Exalted Member
Posted by: fiatluxmortem94
I had an idea late last night that I thought would be awesome for Halo: Reach to incorporate. Imagine:
Situation 1 One Sided
The enemy has fortified their base to a night impenetrable fortress. Turrets adorn the walls, soldiers examine their snipers, and vehicles prowl the perimeter.
But you aren't worried. You happen to have a very powerful tool at your disposal.
Your team is repawning high above the enemy fortress, and descending with silent and deadly precision. Your HEVs smash into the top floor of the fortress; the defenders are stunned. Immediately your team kills the snipers and turret operators from behind; who expected the enemy to come from the inside?
The enemy is in disarray, so no one notices as you escape with the flag and ride off into the sunset
Situation 2 Two Sided
Two carriers stare each other down, Covenant and UNSC. The battle ground is silent, then a hundred crackling booms (there will be huge multiplayer in Reach, right?) as the pods plummet from both ships.
As players respawn, they come fall in ones and twos. But now, the UNSC has captured several Banshees and fallen Hornets. Now the falling enemies, instead of being deadly and pinpoint, are exposed and helpless. Tiny puffs adorn the sky amid the shrill cries of helpless gamers as their players die high above the earth.
What do you think?
Check Page 5 of this thread out. I've been working with another member to create something similar to what you just described. I will put the two previous posts I made to summarize.
http://www.bungie.net/Forums/posts.aspx?postID=35882609&p ostRepeater1-p=5
First post/idea:
...I really like this idea. Although the weapons shop would probably not be used much, it should still stay. I'd say, instead of buying the weapons, have the players start in an armory with racks and tables full of various weapons (ordered by type). The players will spawn in waves, starting at the armory. Each player will pick their weapons for free instead of paying for them, and then go through a door to the drop bay. The players will then be dropped into the map. The enemy down below can scramble banshees and AA batteries to take out a few pods before they hit the dirt.
Once the humans get to the ground they should be organized into squads automatically; since this is a 20v20 gametype, it can turn into a confusing mess if there's no resembelance of organization (just like real combat). There will be four squads of five players (Alpha, Bravo, Charlie, Delta, Echo), each led by a designated squad leader (maybe highest rank?). The squad leader's HUD, in addition to the standard shields, objectives, and weapons, will have a realtime display of their squad's status.
From there, the humans will be able to assault the defending players (perferably taking cover in structures with an objective within).
I also like the idea of calling in support, like vehicles, reinforcements, and air support. I don't think it should be a COD style kill based support option system, but rather the squad leaders will start with a certian amount of points to spend. On a seperate menu (maybe as the pods are dropping), the squad leaders will be able to spend these points on a few support options they can use conservatively throughout the game. For example, reinforcements would be a time based support option where, instead of dead players waiting to spawn in waves, they would be instantly loaded into HEVs (or a pelican?) and sent down to their squad leader who requested the support.
Air support would be conducted by a Longsword high in the sky above the battlefield. The squad leader would have a laser designator that he/she would have to keep pointed at a target location, and then the Longsword would drop its payload on that location.
Vehicle drops would work like how the OP said it would, a pelican would drop it off. (I say pelicans should be able to be shot out of the sky :D)
In order for this gametype to work, the comm has to be limited to the squads as well to avoid miscommunication. This gametype would be incredibly hard to pull off, but I like it a LOT.
Second post after revisions:
...Hmmmm perhaps as the ground battle is taking place aircraft can battle for air superiority to the point where they can start destroying key components of eachother's ships. For example longswords can take out the cruiser's shield generators and board in the fighter hangar to sabotage fighters with boarding parties by pelicans.
Covenant Seraphs (or banshees?) can intercept pelicans and longswords, but succumb to the UNSC's superior perimeter defenses. They can deploy dropships (Spirits or Phantoms?) to land small scale boarding parties to destroy the defenses (maybe autoturrets?) on the UNSC ship, which in turn lets it take more damage from scrambled fighters. It seems too much like Battlefront 2, but it would not be the deciding factor in who wins or looses, it'd just give each side a respectable upper hand to support the ground war.
Another possibility is to include the MAC cannon. Each ship would be pounding away at eachother, UNSC with a slight advantage due to Covenant shields, and eventually boarding parties would be able to sabotage the ships badly enough to the point where neither can fire at eachother. Then the ground war would become the most important battle.
So, in all the events in this gametype thus far:
-UNSC and Covenant air units battle for air superority as the two capital ships attack eachother.
-Landing parties sabotage the ships enough so they can't fire on one another.
-The air war turns into a ground war with minimal air conflict (hornets and banshees mostly).
-UNSC drops 4 squads of 5 players, each with a commanding squad leader holding active support options onto the battlefield. Surviving Covenant air forces can attempt to take out some HEVs before they hit the ground.
-Covenant ground forces deploy from the cruiser's grav lift to take defensive positions at the nuke and grav platform.
-UNSC forces reach the first objective (Shiva nuclear warhead) and recieve vehicle support.
-UNSC forces then assault the grav lift to gain access to the cruiser.
-Covenant forces must defend the objective using direct control over the grav lift as well as attack the UNSC ship with the re-activated plasma torpedoes.
Results:
*UNSC break through the heavy Covenant defenses and arm the bomb. It is then sent up the grav lift into the cruiser where it detonates. UNSC will then kill all surviving Covenant forces. UNSC victory.
*Covenant defend the grav lift long enough so the cruiser can inflict fatal damage to the UNSC ship. UNSC ground forces will no longer have support, and the Covenant will then kill all surviving UNSC forces. Covenant victory.