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  • Subject: Would you like this new game mode
Subject: Would you like this new game mode

This is an amazing idea! I really hope Bungie does see this and thinks about it.

  • 08.15.2009 9:53 PM PDT

I couldn't finish it, too long, but I read a huge majority of it. I have to say it has potential. I don't quite know if it fits Halo in particular, but that would be an awesome idea in another game. I just don't know about the weapon shop, and a few other points. But this sounds like it would be a lot of fun in a few other sci-fi shooters out there.
Nice post.

  • 08.15.2009 10:52 PM PDT

I like your idea. but if your trying to inetgrate all the game modes, perhaps when a team gets 200 kills, a hill apears, and you must get a certain amount of points (not the money points, points you get from being in the hill) before a pelican drops the bomb in the hill. if the team that doesnt have 200 kills gets the points the hill disapears, and the team who alsready got 200 kills must get 200 more. each team has its own hill area, so both teams can have a hill at the same time.

  • 08.16.2009 2:47 AM PDT
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I rekon that this new game type is a very good idea, eg. people play ranked matches for a challenge, and they play social for fun but this would be good as of the type of game wouldn't just be a fun game it would also challenging i hope this idea gets put to work soon.

  • 08.16.2009 3:36 AM PDT
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Posted by: App L Sawz
This is a great idea.

As for camping in your cruiser. You should have one minute in the cruiser, at one minute you are automatically sent to your teams base rather than being "Dropped."

As for the radio channels. If you find the "Enemy's" radio channel, there should be a lot of static when they talk, so you can only make out some of the opponents strategy.

If this can be done, do it. If not, then hopefully they could make the Covenant Team AI. I don't know how that would work, but it might still be awesome.
I am pretty sure the 360 is able to do this. Also remember that this is a new engine.

  • 08.16.2009 2:46 PM PDT

yes but xbox live nows how to make better multiplayer

  • 08.16.2009 2:52 PM PDT

Great idea it would not feel like i was playing halo but i would have alot of fun.

  • 08.16.2009 2:56 PM PDT

Halo: CE Anniversary Achievement Idea
C-C-C-CANNON BREAKER!
Let Sgt. Johnson die on Halo.

Best. Idea. Ever.

It would be like a Battlefield game except...well... better.

When you proposed us entering the battlefield in HEVs, I damn near wet myself from awesomeness.

:P

  • 08.16.2009 3:00 PM PDT
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I'm a college dropout.

Posted by: DTA MoonDawg
Best. Idea. Ever.

It would be like a Battlefield game except...well... better.

When you proposed us entering the battlefield in HEVs, I damn near wet myself from awesomeness.

:P

  • 08.16.2009 3:08 PM PDT

Vancouver BC, Canada.

Posted by: ujjval16
Posted by: Urine competent
It's a great idea.

I would change, as you anticipated, the part where we go and buy weapons with our points. Inside the Cruiser, there are numerous weapon stashes locked in chain-linked fences that become available every time you get a certain number of kills.

Each weapon stash, depending on how easy it is to unlock, would hold specific weapons (the stash that requires 100 points would hold ARs, Maulers, SMGs, and Frag Grenades. The last one that requires 100,00 points would hold a Spartan Laser, a few Swords, and a Missile Pod) These are just examples.

Ex. You get 10 kills (as you said) and imagine those 10 kills scored you 100 points. In order to open the first chain-linked fence to get to the first weapon stash, you need 150 points. Once you have 150 points, you can walk up to any of the stashes that require 150 points or less to unlock, and unlock it.

You bring up some good ideas.
Thanks for the feed back, And to be honest I like your idea more than mine.


Yeah, you need to make players earn the weapons they use, and sometimes only having 1 criteria (in the case that you pointed, just GETTING points) isn't enough to make wielding more powerful weapons as rewarding.

If we add a second criteria to the mix (in the case that I pointed, achieving quite a high amount of points), it makes utilizing more powerful weapons feel more well-deserved or well-earned.

  • 08.16.2009 3:12 PM PDT

About me: I am a vicious wolf of a man.

But really am sweet at heart. =)

OP I created a thread with basicly the same idea your talking about. The idea would be sound with a strong engine. but It may have to be 16 vs 16 or 32vs32 for squads of 4. which would be 1 leader who issues commands and 3 followers. each team could also have a commander who would co-ordinate supply drops.

Like if someone has 200 points they could order in a drop of maybe a rocket launcher and a crate of plasma grenades on his position. or a giant power drain burst.

  • 08.16.2009 3:30 PM PDT

lol

Posted by: Gottalovec4
OP I created a thread with basicly the same idea your talking about. The idea would be sound with a strong engine. but It may have to be 16 vs 16 or 32vs32 for squads of 4. which would be 1 leader who issues commands and 3 followers. each team could also have a commander who would co-ordinate supply drops.

Like if someone has 200 points they could order in a drop of maybe a rocket launcher and a crate of plasma grenades on his position. or a giant power drain burst.


I posted something a few days ago in this thread in correspondence to the OP that is similar to what you are talking about. Nobody paid much attention to it.

Posted by: lolsandwhich
Sorry if someone posted something like this before. I read through most of the posts...but there are so many.


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.

  • 08.16.2009 3:35 PM PDT

http://www.phoinixugc.com

The AR is an awesome weapon, RESPECT IT AS SUCH!!!

YES!! YES YES YES YES!!! =D
birlliant idea! i love it!!!
but maybe you could also have to choice of being dropped via HEV or Pelican... and maybe when you are on the cruiser, you can use its weapons to shoot at the enemy HEV's and Pelicans.
that would make the game sooo fun!!!!!

=D

  • 08.16.2009 4:08 PM PDT

First of all, have to say I really like this idea and judging by the number of people who also do, Bungie should definitely consider this one for the final game. The idea of the Cruisers and HEV pods is really brilliant. (if this were to work, bungie could make it race v race, covenant elites vs UNSC spartans) (all they need to do is fix up the elite model a notch and balance things out) Good job man. I have a couple of ideas of my own.

I have the long version and the short version:
For short version, scroll to the bottom of my post:
Heres the long version:


I like how this gametype can be multipurposed, first for slayer and then later for objective... u can really expand on this idea and make it into something never b4 seen. what i was thinking was making the gametype into stages. Now the stages would work either by points or by time limit. I really like your idea how u get a bomb after the 200th kill but i was thinking the bomb should be saved for last. and between the final bomb assault and the slaying there should be other gametypes.

For some reason, i am leaning towards a more campaigny feel to this gametype, like each team should have one final objective to complete and there are other sub objectives to complete b4 the final one can be completed. Heres a basic rough idea on how it would work.

First there would be the HEV Pods or the covie drop pods descending on this "perfect map or map(s)" and it would begin with the slayer round. 200 kills 250, w.e. would balance it out with # of ppl vs time. either 200 kills would activate the next objective or a set time limit (which i prefer more) (so it could be like get as many kills as you can b4 time limit to give you more of an advantage later or help you win later...) (the advantage would be team points pool that can be used to call in extra vehicles, weapons or even reinforcements - which would be just like respawning exept u do it via pods into the heat of battle instead of some far off base or the cruiser)

Next objective would be capture the flag .. however my proposition is instead of CTF, all these sub-gametype objectives should work towards the final objective which would be the bomb, instead of capture the flag, you would have to retrieve a bomb that spawns on the map but on opposite bases and bring it to your base. This could possibly be set by another time limit so if neither team retrieves the bomb, the bomb will be transported by NPCs to each of their own cruisers respectively. Otherwise if one team gets it first, then they can move onto the next objective. (thats right, after you capture the bomb, it will slowly be transported to ure cruiser for the final objective which ill get to later)

Now while the bomb (or possibly nuke) is being transported to your cruiser, you have one final mission on the ground, to capture as much territores as possible which add to the team points that can be used for many things i mentioned above. The team points should also determine how many pelicans will arrive afterwards for pick up. Thats right. After the bombs have been transported to the cruisers.. ure job on solid ground should be over and the battle should be taken to the air. One thing i forgot to mention is that as you are fighting on the land and every stage is complete the cruisers should move closer towards each other... so once u reach the final round after territories, all the people should be picked up or dead people should spawn in pelicans/phantoms that take you back up to your cruiser for the final objective: use the retrieved bomb to detonate the other ship.

Now at this point the ship would open up inside to lots different chambers and (i got this idea off one other thread i admit i have to credit them sometime..) the ships would get close and try to board each other, and there would be lotsa diff bridges between ships and pelicans / phantoms flying back and forth. So all you gotta do in the end is to take your retrieved bomb and bring it to the bridge of the opposing ship and blow it up ending the game and your team winning. However that would make all the other smaller gametypes not matter so wat we could do is make the team that succesfully blowed the other team winners however if the other team has more points earned via slayer and territories, they can tie the match or even win. etc.


Short version:

20v20 multi objective match. Mission: blow up enemy cruiser
Procedure:
1) land on unkown planet or halo and neutralize threat on the ground (a.k.a slayer)
2) retrieve bomb/nuke located in one of guarded bases within enemy lines and bring it back to your base for transport (i.e. capture the bomb o.O)
3) During transportation of bomb to your cruiser, capture territories on the ground and await pickup (territories then pickup)
4) Return to mothership and locate the retrieved bomb, board enemy mothership and detonate said bomb to win the match ( Assault )

  • 08.16.2009 5:57 PM PDT

lol

Posted by: Half Demon ANBU
First of all, have to say I really like this idea and judging by the number of people who also do, Bungie should definitely consider this one for the final game. The idea of the Cruisers and HEV pods is really brilliant. (if this were to work, bungie could make it race v race, covenant elites vs UNSC spartans) (all they need to do is fix up the elite model a notch and balance things out) Good job man. I have a couple of ideas of my own.

I have the long version and the short version:
For short version, scroll to the bottom of my post:
Heres the long version:


I like how this gametype can be multipurposed, first for slayer and then later for objective... u can really expand on this idea and make it into something never b4 seen. what i was thinking was making the gametype into stages. Now the stages would work either by points or by time limit. I really like your idea how u get a bomb after the 200th kill but i was thinking the bomb should be saved for last. and between the final bomb assault and the slaying there should be other gametypes.

For some reason, i am leaning towards a more campaigny feel to this gametype, like each team should have one final objective to complete and there are other sub objectives to complete b4 the final one can be completed. Heres a basic rough idea on how it would work.

First there would be the HEV Pods or the covie drop pods descending on this "perfect map or map(s)" and it would begin with the slayer round. 200 kills 250, w.e. would balance it out with # of ppl vs time. either 200 kills would activate the next objective or a set time limit (which i prefer more) (so it could be like get as many kills as you can b4 time limit to give you more of an advantage later or help you win later...) (the advantage would be team points pool that can be used to call in extra vehicles, weapons or even reinforcements - which would be just like respawning exept u do it via pods into the heat of battle instead of some far off base or the cruiser)

Next objective would be capture the flag .. however my proposition is instead of CTF, all these sub-gametype objectives should work towards the final objective which would be the bomb, instead of capture the flag, you would have to retrieve a bomb that spawns on the map but on opposite bases and bring it to your base. This could possibly be set by another time limit so if neither team retrieves the bomb, the bomb will be transported by NPCs to each of their own cruisers respectively. Otherwise if one team gets it first, then they can move onto the next objective. (thats right, after you capture the bomb, it will slowly be transported to ure cruiser for the final objective which ill get to later)

Now while the bomb (or possibly nuke) is being transported to your cruiser, you have one final mission on the ground, to capture as much territores as possible which add to the team points that can be used for many things i mentioned above. The team points should also determine how many pelicans will arrive afterwards for pick up. Thats right. After the bombs have been transported to the cruisers.. ure job on solid ground should be over and the battle should be taken to the air. One thing i forgot to mention is that as you are fighting on the land and every stage is complete the cruisers should move closer towards each other... so once u reach the final round after territories, all the people should be picked up or dead people should spawn in pelicans/phantoms that take you back up to your cruiser for the final objective: use the retrieved bomb to detonate the other ship.

Now at this point the ship would open up inside to lots different chambers and (i got this idea off one other thread i admit i have to credit them sometime..) the ships would get close and try to board each other, and there would be lotsa diff bridges between ships and pelicans / phantoms flying back and forth. So all you gotta do in the end is to take your retrieved bomb and bring it to the bridge of the opposing ship and blow it up ending the game and your team winning. However that would make all the other smaller gametypes not matter so wat we could do is make the team that succesfully blowed the other team winners however if the other team has more points earned via slayer and territories, they can tie the match or even win. etc.


Short version:

20v20 multi objective match. Mission: blow up enemy cruiser
Procedure:
1) land on unkown planet or halo and neutralize threat on the ground (a.k.a slayer)
2) retrieve bomb/nuke located in one of guarded bases within enemy lines and bring it back to your base for transport (i.e. capture the bomb o.O)
3) During transportation of bomb to your cruiser, capture territories on the ground and await pickup (territories then pickup)
4) Return to mothership and locate the retrieved bomb, board enemy mothership and detonate said bomb to win the match ( Assault )


This seems more of a campaign mission than a multiplayer gametype. Multiplayer is supposed to be simple and to the point. One or two main objectives with mission parameters.

  • 08.16.2009 6:07 PM PDT

This seems more of a campaign mission than a multiplayer gametype. Multiplayer is supposed to be simple and to the point. One or two main objectives with mission parameters.

True it SEEMs like a campaign mission, (i did say i wanted a more campaigny feel tho as you can see every part of it is multiplayer based. Theres multiplayer gametypes and it is PvP. The only reason it seems like campaign is cuz its broken down like a campaign mission with just 4 objectives kinda resembling Halo: CE missions which i wanted the feel back for this game. All these ideas were based off from parts of this post and other posts, ideas from others and myself in this post, and everything revolves around multiplayer...

read the short version. if you think about it .. it IS simple... that is simple to play, probably complicated to make. hehe. The players have to just play 4 games consecutively and the game NPC will do the rest such as pickups and drop offs and time limits. Players themselves just have to drop in, kill, CTF(or CTB), Territores, wait for pickup an then assault. finito. like i said: Simple to play, hard to make.

  • 08.16.2009 6:21 PM PDT

lol

Posted by: Half Demon ANBU
This seems more of a campaign mission than a multiplayer gametype. Multiplayer is supposed to be simple and to the point. One or two main objectives with mission parameters.

True it SEEMs like a campaign mission, (i did say i wanted a more campaigny feel tho as you can see every part of it is multiplayer based. Theres multiplayer gametypes and it is PvP. The only reason it seems like campaign is cuz its broken down like a campaign mission with just 4 objectives kinda resembling Halo: CE missions which i wanted the feel back for this game. All these ideas were based off from parts of this post and other posts, ideas from others and myself in this post, and everything revolves around multiplayer...

read the short version. if you think about it .. it IS simple... that is simple to play, probably complicated to make. hehe. The players have to just play 4 games consecutively and the game NPC will do the rest such as pickups and drop offs and time limits. Players themselves just have to drop in, kill, CTF(or CTB), Territores, wait for pickup an then assault. finito. like i said: Simple to play, hard to make.


The time limit would be around an hour? I mean transport from the ground to a ship orbiting in space does take a while. It's definately complex.

For a ship sabatoge, I was thinking about it, and I came up with something iffy. Refering to my previous post about humans assaulting the Covenant taking cover in a structure with an objective inside, I was thinking that the humans would be primarily assaulting the grav lift platform that goes to a Covenant Cruiser hanging low in the atmosphere adjacent to the UNSC ship. After the drop, the humans would first have to acquire a Shiva nuclear warhead from the Covenant protected structure while constantly under fire, and then make their way with deployed land assault vehicles (all kinds of hogs, tanks, hornets, mongeese*?) to the heavily guarded grav lift about a half mile away.

On the Covenant side players can take positions around the grav lift and make a free-form defensive perimeter to defend against the human assault as long as possible. Units up in the cruiser have direct control over the grav lift, being able to turn it off and on for 10 second intervals. The only way the Covenant ground forces can get reinforcements is via the grav lift, so turning it off would cut that valuable support off temporarily.

So if the humans are able to punch through the Covenant defenses, they will simply put the bomb in the grav lift and send it up. Ten seconds later, big explosion, cruiser is dead.

If the Covenant are able to hold off the humans long enough (set amount of time?), the cruiser's defenses will be active and players can start shooting at the UNSC ship with plasma torpedoes. If the humans don't destroy the cuiser in time, the UNSC ship will be destroyed and the humans loose.

It's pretty bad, but what do you think?

[Edited on 08.16.2009 6:52 PM PDT]

  • 08.16.2009 6:50 PM PDT

It's pretty bad, but what do you think?

Hm. so you want more of assymetrical gametype that can fit the covie vs UNSC thing? It could work i guess. The thing about time limits tho, it doesnt have to follow exact time it would take in real life. 1 hr in the game for a bomb transport could be 15-20 mins in real life , unuf for a round of territories (just cut it down by 1/3)

As for your idea. i like it. Maybe you can choose between assymetrical vs symmetrical gametypes to include both ideas down. The grav lift does make things simpler but it can also promote camping for the first slaying part of the game. So it shud be off for that stage of the game. And wudnt u think it would be easy for them to deploy the bomb if just one guy in a hornet rushes with the bomb carrier straight at the grav lift? maybe the grav lift shud be behind a fortified base of some sort. idk. if we go along with ure idea, there would be no ship to ship battle (pirates battle) and everything wud be on land. Which is okay but i still like my ship to ship boarding aspect to the gametype. But if we were to do it your way then we could make it so that after one of the ships blow up, the people cannot respawn nemore so it is now elimination just for the heck of it. idk. just a thought.

  • 08.16.2009 7:26 PM PDT

PMC Senior Member

Senior Earth Pony

I actually really like the idea of buying weapons with a campaign scoring like system, kinda like -blam!- Zombies, and for some reason you thought people wouldn't like it.

  • 08.16.2009 7:36 PM PDT
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i think this idea is great. This idea is sort of like a battlefield game only halo style. If battlefield can support 16 vs 16 then i think halo can support a 20 vs 20 game. I think Bungie should take this under consideration.

  • 08.16.2009 7:55 PM PDT

I am part of a gaming group that is based off of the Elites, and Covenant Army. If you are a fan of Elites, message me. We have a group with good talent as well. We have a ranking system that works,(Do not confuse with stupid clan systems). It is used to show dedicated members.

PS: Don't even bother unless you are 13 or older.

This Idea is Amazing....just amazing, the only flaw is that with those features, it would need more players, like 30 vs. 30

  • 08.16.2009 7:56 PM PDT

lol

Posted by: Half Demon ANBU
It's pretty bad, but what do you think?

Hm. so you want more of assymetrical gametype that can fit the covie vs UNSC thing? It could work i guess. The thing about time limits tho, it doesnt have to follow exact time it would take in real life. 1 hr in the game for a bomb transport could be 15-20 mins in real life , unuf for a round of territories (just cut it down by 1/3)

As for your idea. i like it. Maybe you can choose between assymetrical vs symmetrical gametypes to include both ideas down. The grav lift does make things simpler but it can also promote camping for the first slaying part of the game. So it shud be off for that stage of the game. And wudnt u think it would be easy for them to deploy the bomb if just one guy in a hornet rushes with the bomb carrier straight at the grav lift? maybe the grav lift shud be behind a fortified base of some sort. idk. if we go along with ure idea, there would be no ship to ship battle (pirates battle) and everything wud be on land. Which is okay but i still like my ship to ship boarding aspect to the gametype. But if we were to do it your way then we could make it so that after one of the ships blow up, the people cannot respawn nemore so it is now elimination just for the heck of it. idk. just a thought.


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.

  • 08.16.2009 8:35 PM PDT
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No, you must be mistaken, you see, I'm correct and you're wrong. Simply put, if I'm arguing with you it's because you're so dumb I couldn't let you live another day without you realizing how retarded you really are... I wish I had a girlfriend =/

I hope Bungie puts this in their new game :)

  • 08.17.2009 2:55 AM PDT