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Subject: Halo: Insurrection, a game idea.
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Hello people, this is just some random game idea I made back a bit after Halo 3's launch and I recently found it in mah computer hard drive and I thought I wanted to share this. It contains a few amendments made afterwards, but I stopped sometime after Reach was announced.
Note that this was mostly written over 2 years ago over some period of time and is at times inconsistent, and may give you a headache to read. You have been warned. These are rough drafts from different word documents I just copy pasted right now.
----------------
Old Q&A.

Q: What type of game is Halo: Insurrection?
A: Halo: Insurrection is a first person shooter, with giant battles online with up to 50 players. In online mode you can unlock weapons, attachments, armour and other accessories similar to Battlefield 2 and CoD4. The campaign mode can be compared with Crysis (except with, hopefully better gameplay), where you control an overpowered Spartan -II- super soldier, while in multiplayer you play as ordinary soldiers most of the time.

Q: 25 vs 25 players? Wouldn't the lag be massive?
A: There's actually several games currently having 64 player battles with relatively little lag, like the first three Battlefield games at the top of my head, and MAG supports up to 256 players at one time with negligible lag. But granted, these games have dedicated servers, without a dedicated server the lag would probably be immense, but surely the Halo franchise is more popular than the Battlefield games, so if Microsoft won't uphold dedicated servers, getting sponsors probably won't be very difficult.

Q: Will there be different factions in multiplayer?
A: Yes, there's three factions in the multiplayer: the UNSC, the United Rebel Front and the Covenant, all of these factions are also involved in the campaign.

Q: Will the factions use the same equipment?
A: The Rebels and the UNSC uses similar equipment. Their standard weapons are slightly different, but when you create custom classes both of the factions can choose from the same weapons. In multiplayer, you can play as either a Elite or an Brute, but for balance reasons, they won't have shields, except in a few specific gametypes. The Covenant has its own set of upgradeable gear, but not to the same extent as the UNSC/Rebels.

Q: Will there be unlockable weapons and gear?
A: Yes, as you gain rank in multiplayer you gain points which you can spend buying weapons, armour and other accesories. When you gain a rank you get x points to spend at your UNSC custom classes, and x points to spend for your Rebel custom classes and x for your Covenant custom classes.

Q: Why is it named "insurrection"?
A: The battles are mostly focused around the Rebels vs UNSC in both the campaign and the multiplayer.

Q: tl: dr
A: k

Multiplayer Section.
UNSC / Rebel weapons.

Note: Longer descriptions of stats and attachments further down.
Generally, weapons have longer range than they had in Halo 2/3.
Many familiar weapons from the games as well as a few weapons from the books make an appearance, I've added a few weapons of my own as well. I realise there may be too many weapons, and some would be removed from the final product.

MA5C ICWS Assault Rifle. (halo 3 assault rifle, automatic)
-------------------------------------
CR-77 /caseless (a weapon frequently used by the rebels, inaccurate with lots of firepower)
More "awesome" images.
CR-77.
The confetti maker.
Another version of the caseless assault rifle.
Another one!
A few different images + M6J carbine.
--------------------------
MA5K Carbine. (cut down version of the assault rifle, can fire semi-auto or automatic)
-------------------------
M7/Caseless Submachine Gun.
--------------------------
BR55 Battle Rifle. (3 round burst)
---------------------------
M6J Carbine. (carbine version of the M6 pistol series, fires semi-automatic)
-------------------------
HMG-38 Rifle (a Heavy Machine Gun frequently used by rebels)
--------------------------
M6C Magnum. (Halo 2 magnum)
--------------------------------------
M6D Pistol. (Halo: CE pistol), smaller range than the M6C, but more damage.
---------------------------------
TAR-35 Pistol. Rebel pistol, fires in two round bursts. 20 round magazine.
------------------------
M75A DTM/Law Enforcement. (longer range than ordinary shotgun, 4 shells, no pistol grip)
-----------------------------
M90 CAWS Mk I (Halo CE shotgun, 12 shells, medium range)
---------------------------------
M90 CAWS Mk IV (automatic shotgun, less range than the other versions)
--------------------------------
NA4 Flamethrower (Halo Wars flamethrower)
-----------------------------------
M7057/Defoliant Projector (Halo: PC / 3 flamethrower)
------------------------------------
W/A-VM6 G/G NR Spartan Laser.
-----------------------------
99D-S5 Anti-Matériel Sniper Rifle.
----------------------------
M99 Stanchion Gauss Rifle
------------------------
XM510 Multishot Grenade Launcher. 5 rounds/magazine.
-------------------
M19 SSM Rocket Launcher
-----------------------------
M19-B Surface-to-Air Missile Launcher (Anti-air missile launcher, locks on to air vehicles, very fast velocity missiles. Small blast radius, but 1 shot per kill against infantry.)
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LAU-65D/SGM-151 "missile pod" stationary turret.
---------------------
M247 General Purpose Machine Gun (Stationary Halo 2 turret). You can carry this version around.

Covenant weapons.
Most weapons have longer range than in Halo 2/3.

Plasma Rifle
-------
Brute Plasma Rifle (higher rate of fire, less accurate than the ordinary Plasma Rifle)
-------
Needler
---------
Plasma Pistol
---------
Needle Rifle (more accurate than the needler and faster velocity needlers, but no homing)
---------
Carbine
-----------
Fuel Rod Gun (Halo: CE and Halo: PC version, mortar with battery charge)
-----------
Fuel Rod Cannon (Halo 2/3 version, clips contains 5 rods)
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Brute Shot
---------
Spiker
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Energy Sword
--------
Shade (Halo: CE stationary turret)
------
Mauler
------
Particle Beam Rifle
-----
Plasma Cannon
----
Big bombardment stationary cannon (Halo 2 E3 2003 Trailer)
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Big Needler Anti-Air stationary cannon

UNSC Vehicles

M12 Warthog LRV with a M41 LAAG (chain gun warthog)

M12G1 Light Anti-Armor Vehicle (gauss warthog)

M274 Ultra-Light All-Terrain Vehicle - Mongoose.

M808B Main Battle Tank - Scorpion.

SP42 Cobra

Behemoth-class Troop Transport - Elephant. You can spawn at this vehicle as long as your team controls it. Faster and more powerful than the Halo 3 variant.

Air Vehicles.

Sparrowhawk. The same design as the Halo Wars Hawk, except the "laser" cannon has been replaced with heat seeking missiles. Behaves like an helicopter. 1 pilot.

SkyHawk Fighter. Behaves similar to a fighter jet. It's a VTOL craft. Carries 4x 50mm Cannons and unguided Scorpion Anti-Tank Missiles.

D77-TC Pelican. Troop carrier with two machine guns, one for the pilot and one in the back.
1 pilot, 1 rear gunner, 6 passengers. You are able to spawn here as long as there are seats available.

Longsword. Carries two 110mm Rotary Cannons that uses depleted uranium as shells, ASGM-10 Missiles and bombs. 1 pilot for flying and using the duel 110mm Rotary Cannons and drops the bombs, 1 co-pilot that fires and guides the ASGM-10 missiles. 2 passengers.


URF (Rebel) Vehicles
Bike. 2 seats.

M12 Hog APC. The turret has been removed and replaced with 4 passenger seats. The front passanger has access to a machine gun that can be fired forward in a 150* angle.
1 driver. 4 passengers. 1 gunner.

A civilan warthog mounted with a Covenant fuel-rod gun/plasma turret (two firing modes). There's no passenger seat as it's filled with a powercore for the gun. 1 driver. 1 gunner.

A605 Battle Tank "Tiger". A competing tank that used to compete with the M808B tank for a UNSC contract. Main turret replaced with missiles and gunner has a grenade launcher.
1 driver. 1 gunner.
History: During the late 25th century, the "Scorpion" and the "Tiger" were competitive candidates to replace the older UNSC M300 tank. In the end the Scorpion was chosen as the main battle tank of the UNSC, and many A605's ended up on the black market, and later sold to the URF.

Artillery tank firing arching projectiles which explode on impact. Sets the fire on ground for a few seconds as well.
Civilian Hornet with custom weapons attached.
Large transport helicopter with several turrets.

Covenant Vehicles.
Ghost.
Banshee.
Wraith.
AA Wraith.
Spectre.
Chopper.
Spirit.
Phantom.
Seraph.
Locust.

Body armour
You can customize your soldier in many different ways, there are a few more categories than Halo 3.

*Base
*Helmet
*Shoulders
*Chest
*Back
*Arms
*Wrist
*Gloves
*Belt
*Thigh
*Knee
*Feet
*Visor colour
*Colour
*Colour pattern

Some examples you can choose from.
Standard marine helmet (Halo: CE)
Halo 3 Marine helmet.
Halo Wars marine helmet.
ODST helm.
Pilot helm.
Sargent hat.
Halo CE marine hat.

SPI mark I armour. Improves armour and stealth.
ODST combat suit. Improves armour.
Mark IV armour. Greatly improves armour, speed and strength. Only useable by Spartans.




[Edited on 02.26.2011 10:50 AM PST]

  • 02.24.2011 12:40 PM PDT
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Gametypes and more
Armies: UNSC, The United Rebel Front, The Covenant.
When you play UNSC vs URF, you play as marines vs insurrectionist troopers. Innies may sometimes have access to (non-canon) super soldiers to rival spartans.
All armies have different pros and cons. Controlling different objectives in the map can provide unique bonuses. Rebels may at times be able to call in MAKO drones, for example.


Gametypes: Conquest, Warfare, Assault, Vehicle assault, Slayer, CTF, Spartans vs Rebels.

Conquest: Similar to other similar games, both teams starts with 300 reinforcements on a rather large map (about 6 times valhalla) with several spawn points. Spawn points can be captured by standing in its proxmity for a short time. When a member of a team dies, his team will lose 1 reinforcement and the player can spawn at any spawn point currently controlled by his team. Some spawn points also spawn vehicles, turrets and other assets when controlled. You can also spawn in dropships as long as it isn't full. Some maps offer alternative ways of reducing the enemy's reinforcements. You can change your class whenever you respawn.

Warfare: Warfare is almost identical to Conquest with the exception that some spawn points provides bonuses other than being able to spawn there. Below are some examples (note that not all buildings are in every map, to lessen the complexity of the gameplay).

Dropship landing pad: In addition to being able to spawn here, pilotable dropships will spawn here, and in Warfare, when you controll this building a squad of 3 NPC marines will be deployed to any newly captured spawn point.

Heavy base: This spawn point is a small base equipped with 2 auto-turrets, 2 anti-air turrets and a number of different turrets, and several different vehicles spawn here.

Uber vehicle construction facility: When this base is captured on a map, the construction of a "uber" unit will commence, and a countdown timer of 3 minutes will be displayed. Unless this facility is captured or destroyed by the enemy faction before the time limit has reached zero, an uber unit will be available for your team to use. The Uber vehicles are extremly powerful vehicles. All can be destroyed in several ways.

List of uber vehicles:
Scarab. (Covenant)
Type of vehicle: Giant walker assault platform.
Weapons: Main plasma-stream gun, anti-air plasma turret, 3 light plasma cannons.
Personnel: One driver who controlls the main gun. One gunner who controlls the anti-air gun. The three plasma cannons each require a gunner. People can spawn on the scarab and walk around on it as well.
How to destroy: There's two ways to destroy the scarab, either by destroying the reactor or firing at the hull untill its health is depleted.
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Vulture. (UNSC)
Type of vehicle: Flying assault gunship.
Weapons: 2 x dual rail HE cannons, anti-air missiles, light machine gun at the rear hatch.
Personnel: One pilot who also controlls the main dual cannons, one gunner for the AA missiles and one gunner at the rear hatch. Tropps can spawn at the vulture and walk around freely inside it.
How to destroy: You can shoot at the hull untill the health is depleted, or you can shoot at the engines at the back untill they stop functioning, which will cause the Vulture to crash and kill anyone inside.
------------
The Rebel Mammoth. (Rebels)
Type of vehicle: Large sized ground assault vehicle, combat specalized elephant.
Weapons: 4 x light machine guns, an AA missile turret and an upsized gaus cannon that has replaced the crane.
Personnel: One driver who is in controll of the Gauss cannon and 5 gunners for the other guns. Tropps can spawn on the mammoth and walk around freely on it.
Other. Contains ammo boxes that supplies tropps with ammunition, this version of the Elephant is also faster and bigger than the Halo 3 counterpart, and it's much harder to board.
How to destroy: Either shoot at the hull untill the health is depleted, or board it and destroy the engine from inside.
--------------
Artillery Gun.
When controlling this spawn point, you can spawn here and an artillery unit belonging to your faction will spawn here. Once every minute, any player can enter the artillery gun and target a location on the battlefield with a minimap and that area will get bombarded.
The Covenant's artillery unit is the giant turret in the Halo 2 E3 2003 trailer, firing one large bolt of plasma, while the UNSC equvilant fires 10 smaller missiles at an area. The Rebel's version fires a large explosive shell that initially explodes and ignites the ground for a few seconds, dealing heavy damage to infantry.

Other gametypes.
CTF.
Spawn points are set at the beginning of the game, half are given to each team.

Vehicle Assault
Primary objective for the Assaulting team is to destroy a large opposing building, either by shooting on it from the outside or destroying it from the inside.
In some levels, additional features to the gametype are made, for example, in one map you might have to destroy a shield generator protecting the main base before being able to assault the base, or you have to destroy a computer terminal controlling heavy auto-turrets.

Spartans vs Rebels (thanks to Lyme1331).
In this gametype a small group of highly armored and equipped Spartans take on a larger group of rebel soldiers, imagine it a bit like team juggernaut, where the Spartans are the juggernauts. More details coming soon.

Air Battle
A disabled Covenant cruiser has crashed into a "mountain" and the Elites can only access the hangarbay. There they can utilise several aircraft (see below) and assault a nearby UNSC airbase, which hoses UNSC aircraft.
Objective: Each team has 100 lifes, each time someone dies their team losses a life. There are other ways to deplete the reinforcements of an opposing faction , like destroying vital parts of the Covenant/UNSC bases.

The UNSC base has a few turrets that Spartans can use.
Vehicles:
UNSC
Pelican
SkyHawk
Hornet
Falcon
Vulture

Covenant
Spirit
Phantom
Seraph
Banshee
Vampiree

Map Ideas:

Human City.
This city is largely based on how New Mombassa looked in the E3 '03 trailer, but this city isn't on Earth.

Desert.
Large desert map. Both teams starts with an uber vehicle. There's an uber vehicle facility, an artillery gun, and a dropship landing pad, as well as half a dussin smaller spawnpoints. Both teams starts near an medium sized base that spawns flying vehicles and tanks.



[Edited on 02.26.2011 2:55 AM PST]

  • 02.24.2011 12:41 PM PDT
Subject: Halo: Insurrection, an old game idea.
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Multiplayer Classes.

There are 5 different classes, assault, support, engineer, sniper and recon. Each class can choose from a set amount of weapons (specified below). The human sniper can choose from a M99 Stanchion or the standard sniper rifle. Each class can also customize their weapons with varying attachments, like silencers/inceneration rounds. Players cannot customize their classes during gameplay, and must wait until the game has ended to do so. Players can change their classes during gameplay.

Each class has different abilities, and different stats.

Stats. Agility increases sprinting speed and the duration of sprinting, as well as jumping height. Strength increases melee damage. Armor increases your armor damage resistance (armor is like stamina in ODST). Health increases damage resistance against health. Melee/reload speed increases the frequency of your melee attacks and faster reloads (not to be confused with strength, strength increases damage of each melee strike).

Note that these changes doesn't alter the gameplay as much as they seem, for example. A recon with 10 agility doesn't run double as fast as someone with just 5 agility. The change is much lower, around 30% or so.

Assault/Medic.
Main Weapons: Assault Rifles, Carbines.
UNSC: (MA5C, MA5K, BR55 and M6J Carbine)
Covenant: (Needler, plasma rifle, brute plasma rifle, spiker, covenant carbine, needler rifle).
URF: (CR77, MA5K, BR55 and M6J Carbine)
Secondary Weapons:
UNSC: M6D (no scope), M6C/SOCOM.
URF: TAR-35, M6C/SOCOM.
Covenant: Plasma Pistol, energy sword.
Grenades: 2 fragmentation/plasma grenades.
Equipment: Biofoam. When using Biofoam you instantly heal yourself or other teammates to full health. Has a 15 second cooldown.
Other: The assault class's armour is the standard Mark IV armour with the Halo Wars helmet, but you can customize the looks of it, see Halo 3: ODST and Halo Reach armour variants. The URF version looks very similar to the UNSC version.

Agility: 100%
Health: 100%
Armor strength: 100%
Armor recharge: 100%
Strength: 100%
Melee/reload speed: 100%

Support.
Main Weapons: Machine Guns / anti vehicle weapons.
UNSC/Innies: M247 GPMG (Halo 2 turret), rocket launcher, M19B Anti-air Missile Launcher, HMG-38, Spartan Laser (drastically nerfed).
Covenant: Fuel rod gun, covenant anti-air heavy needler, plasma cannon.
Secondary Weapons: Pistols (if using machine guns), or SMG's (if using anti-vehicle weapons).
Grenades: 1.
Equipment: Ammunition packs. When used, provides 4 magazines for himself or a team-mate. Has a 20 second cooldown.
Other: Armour looks similar to Jorge-52's.

Agility: 70%
Health: 130%
Armor strength: 140%
Armor recharge: 50%
Strength: 140%
Melee/reload speed: 70%

Engineer:
Main Weapons: SMG's, shotguns, flamethrowers.
Secondary: Pistols and grenade launchers.
Grenades: 4.
Equipment: 2 demolition packs.
Other: With his tool-kit the engineer can repair damaged vehicles and other equipment. The tool-kit can also open looked doors. Maybe be able to tap into the enemy's computer systemetc.

Agility: 120%
Health: 150%
Armor strength: 100%
Armor recharge: 60%
Strength: 100%
Melee speed: 70%

Sniper.
Main Weapons: Sniper Rifle S99D-S2, M99 Stanchion, Beam Rifle.
Secondary Weapons: Pistols.
Grenades: 2
Equipment: The Sniper has a special helmet attachment, which marks the position of enemy troops on the team's map and motion tracker, merely by having an enemy player near the crosshair. The enemy's position is seen by all friendly players for 3 seconds. A maximum of 4 enemies can be tracked at one time.
Other: Wears armour similar to the sniper in Halo Reach, or Romeo's helmet, and part of him is covered with a ghillie suit.

Agility: 90%
Health: 100%
Armor strength: 75%
Armor recharge: 130%
Strength: 70%
Melee speed: 135%

Recon (Spartan-III/Elite/Random non-canon armour wearing rebel).
Main Weapons: SMG's, BR55, Carbines.
Secondary Weapons: Pistol/close range weapons.
Grenades: 2
Equipment: The recon's armour has a permanent weak- active camoflauge. The colour of the armour shifts to match the surrounding terrain. Not quite as good as the Covenant's normal Active Camoflauge.
Other: All of the recon's weapons are equipped with suppresors (does not take up an attachment slot), and movement doesn't show on the motion tracker unless he is running.

Agility: 150%
Health: 90%
Armor strength: 30%
Armor recharge: 40%
Strength: 90%
Melee speed. 150%


The normal running speed for all classes are the same. Agility increases speed and length of sprinting.


Halo: Insurrection default controls for 360.

Right Trigger: Fire.
Right Bumper: Reload, action.
Left Trigger: Throw Grenade.
Left Bumper: Sprint.

A: Jump.
B: Melee.
X: Switch grenade type.
Y: Switch weapons, hold Y to open inventory* (borrowed idea from MLG Cheehwawa).

Right thumbstick: Aim, click to zoom.
Left thumbstick: Movement, click to crouch.

D-pad up: Switch fire mode on weapon.
Down: Flashlight/nightvision.
Right: Equip special item.
Left: Equip special item.

Back: Click for scoreboard and map. While holdng down the button, you can scroll through the scoreboard with the left thumbstick, and if you press Y, you can move the map around and select NAV points.
Start: Menu.

---------------------
CAMPAIGN SECTION

Halo: Insurrection.
------------------------------
Campaign.

General information
In the campaign you take on the role as a fully equiped Spartan -II- with the MJOLNIR mark IV armour. At this time, green team consists of William-043, James-139 and
Grace-093. You play as William. Together with your squad you've been ordered to free a variety of hostiges spreed across an island controlled by the rebels, the hostiges are deemed very important by the admirality. The campaign combinates the classic Halo gameplay with tactical strategy. If you for example see a rebel outpost you can either choose to go in guns blazing or take on a more stealthy approach, go through the river or via the road etc.




[Edited on 02.25.2011 1:57 PM PST]

  • 02.24.2011 12:43 PM PDT
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Main character appearance.
Green Team.
SPARTAN-043 William
SPARTAN-093 Grace
SPARTAN-139 James

Will wears the standard Mark IV, the helmet is identical to Halo: CE/Halo Wars, but the other parts of the armour is customized.

Grace wears a version of the Mark IV that's specialized in explosives. Looks similar to Carter's Mark V in Halo Reach.

James wears a CQB variant of the MJOLNIR IV armour, like the Cole Protocol cover, though his armour (like all spartans) has been slightly customized.

All armours have wooden/jungle camoflauge, with slight variation to the colour.

Approximate looks of the green team members.

------------------------------

Story concept/ideas. (better story pending) (I know, it sucks!) (It's an abomination) (clumspy composed and largly unedited)

New::: The ship that carried the hostiges and ONI personell etc, also contained early versions of the Mark V armour/spartan lasers/bubble shields and other new technology, which is why it was so urgent to reclaim the ship. (the Mark V was apparently first shipped in august 2542, according to Halo 3).

About halfway through the game the Covenant attacks and you may or may not accept an alliance with the insurrectionists against them.
----------

It's in the middle of the Covenant war, around 2537 (we know that the Spartans occasionly fought the rebels even during the Covenant war). I'm not very good at writing at all, but I hope it's not too unbearable to read it.

Prologue.

It's the year 2537. Countless human planets are being destroyed by the unstoppable Covenant onslaught. Yet, the Covenant isn't the only enemy the UNSC faces. A large faction of insurrectionists, namned the United Rebel Front (URF), is striving to gain independance from UNSC gorvernment, and they don't hesistate to use violence to accomplish their goals.

One of the few remaining planets in the outer colonies, the xxx planet, was recently attacked by a small Covenant scout ship. The small ship was easily destroyed by the UNSC warships, but the UNSC fears that the scout ship had already reported the location of the human planet, and a evacuation of the planet was approved by the admirality/UNSC/gorvenment/w/e. Among one of the first shuttles leaving the planet, a group of politicans and ONI agents. The URF had for a long time had heavy observation on the planet, and they saw this as an perfect opportunity.

Because of infiltration and a cunning plan, the United Rebel Front was able to capture a UNSC ship as it was preparing to leave for Reach. The rebels aboard easily seized control of the vessel and they were able to take it to the planet Y. Aboard the ship were rather important people (lol) who were being evacuated from the outer colonies because of the Covenant threat, and they were supposed to be transported to the inner colonies for safety. At the planet, a lone prisoner was able to escape custidy and send a distress signal/transport and informed the UNSC of their whereabouts. It wouldn't be long until they sent their best to recover the hostages.
One of the hostiges is the daughter of Admiral Z, and he's quite anxious to get his daughter home safely, which is why a group of Spartans are sent. Others among the hostiges include ONI agents, politicans and a small group of marines who were aboard the vessel when it was captured.

Act I.

During the very first mission, you and green team drop at night from a low-flying stealth ship with HEV-pods and land undetected along the shoreline. You and your squad are on their own from there, and you've been ordered to search and rescue the prisoners from the rebels as well as to neutralize anti air batteries for a potential future UNSC assault, and you can optionally, throurough the campaign gather enemy intell from computer terminals that are spread across the island. During the first mission there's a limited amount of rebels, you encounter a few of them on patroll along the shoreline, giving you the perfect oppurtunity how to silenty and quickly take down enemies. After having wandered along the shoreline for a few minutes you stumble across a small rebel outpost at the edge of the jungle. You quickly neutralize all of them, no hostiges were located in this camp. After this the first mission ends, just as first sunlight shines.
The next mission is just a few minutes after, you've run further along the coastline and come across a small high way, and a small convoy is parked nearby. After taking them out, the Stealth ship (which is in high orbit) sends the cordinates of a few possible villages where the hostiges might be held. At this point your team splits up and you're on your own for quite a while.

After having traversed many miles of terrain and taking out quite a few rebels, you encounter, a Covenant Spirit dropship appears out of seemingly no where. Among the crew they have digging and measurement equipment and you eliminate the small crew quickly, consisting of 2-5 Elites and 10 grunts.

Act II.

After a few missions you somehow find out that one of the two remaining Generals of the URF is located on the planet, and you're ordered by the Commander to eliminate him. He is at a very guarded camp on the outskirts of the rebels largest city. After fighting your way through, and just as you're about to execute him a CCS covenant cruiser appears from slipspace. Spirits and banshees immideatly launches from the ship and wipes out all humans they can find. After this you have to escape the major city while the Covenant forces invades.

After having succesfully escaped with your team deep into the jungle, at the ecstraction point, where a stealth fighter is waiting.

Alternative story of Act II. The Commander could be a traitor, and he sends you into a trap in the capital city, (perhaps a building filled with explosives, or something), and you're injured and captured. For a few days you're hold prisoner by the Rebels. When the Covenant suddenly arrives, they realise they might have a better chance of survival with the Spartans on their side. Only you had been sent to the city to eliminate the General, the others were escorting hostiges to the LZ.

Act III.

When the Covenant starts to land their tropps you escape in a mission deeper into the jungle, seeing villages glassed/destroyed along the way. You pick up a transmission from some of the remaining rebels, stating that they'll launch a counteroffensive against the Covenant at the excavation site. You can choose now if you and your team will form a tempiorairly alliance with the rebels and aid them, or try to oppose the overwhelming force on your own. Either way, a few houndred rebel troops, accompanied with a dussin vehicles assault the excavation site.

Epilogue.

After you've completed the campaign and fled from the overwhelming Covenant forces, the alpha company of Spartan -III-'s arrives. No spartan casualties, but the artifact was lost in battle or proved to be of no value to the UNSC. They had hoped it was something of great importance, since the Covenant had been desperate to gain controll of it. (Instead of an Artifact it could just be a mining facility, as forerunner artifacts on human worlds are overdone.)

Note that there are currently six succesfull battles fought by Alpha company that we don't know about (source: Ghosts of Onyx, page 81), so that the Spartan -III-s came during the final phase of the engangement doesn't break against the canon, since no Spartan -II- from green team was there to witness them.


This story isn't very good, I know, (it sucks!) but it fills the basic purpose of why green team got there in the first place.

Enemy Insurrectionists.
Infantry.
Militia. These are lightly armed civilians, wearing a few pieces of scratched armour. They are dedicated to their cause, but not so much that they don't fear death. They will often flee in a battle when their comrades are getting killed, when the odds are against them.
Most common armament: CR77, M6E, M75A DTM. Other armament is used by less than 10% of all militias.
Health: 20%

Insurrectionist Trooper.
These troopers are more dedicated to their cause, and have more advanced combat training, as well as better armament.

Most common armament: CR77, MA5C, M6J, M90 Mk 1, TAR. Other armament is used by less than 10% of all troopers.
Health: 35%

Rebel Specialist.
These are trained to use heavy weapons, and often carry SMG's as secondary weapons.

Most common armament: M247, M19-B, XM510, Rocket Launchers, Flamethrower's. SMG or pistol secondary.
Health: 30%

Rebel Spec-ops
These troopers are highly trained, utilising advanced tactics and equipment.

Most common armament: MA5K, BR55, M7, MA5C, TAR, M6, M90 IV, XM510. Other armament is used by less than 15% of all spec-ops.
Health: 40%

Rebel Officer
High ranking insurrectionists. They usually wear minimal armament and commandeer a squad of lesser innies.

Common common armament: TAR, M6, M7.
Health: 40%

Spec-ops SPI
These rare troopers wear stolen SPI armour. As the stolen shipment only contained roughly 50 suits, these suits are rare and are only provided to the very best. Many of these are former UNSC ODST. The SPI suit offers camouflage for the wearer, and protective armour.

Most common armament: All weapons are used by these troopers.
Health: 65%


Rebel Sniper
These troopers normally engage at long range and often hide and lay ambushes.

Most common armament: 99D-S5 SR, M99 Stanchion, pistols.
Health: 25%

Heavy supply unit
These innies are encased in large exoskeletons, originally created for loading heavy supplies. They don't use any guns, and their only way of damaging you is crushing you with their massive limbs.

Health: 120%

[Edited on 02.25.2011 2:39 PM PST]

  • 02.24.2011 12:44 PM PDT
Subject: Halo: Insurrection, a game idea.
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Weapons, longer version (some weapons are redundant.)

UNSC / Rebel weapons.


MA5B ICWS Assault Rifle
Fire modes: Automatic only.
Attachments: Silencer, tactical attachment, combat scope, big-clip, grenade launcher.
Magazine size: 40 rounds. (60 with the big-clip attatchment)
Accuracy: Medium (50) if fired in short bursts or low-medium (35) if fired automatic.
Range: Low-medium.
Rate of fire: Very high. (8)
Damage per hit: Low. 3 (slightly more damage with armour piercing rounds that come with the tactical attachment. 3,4)
Weight: 4,2 kilograms. (5,2 with the grenade launcher)

Attachments: Silencer reduces the noise and the muzzle flash when you fire the weapon at the cost of accuracy. With the tactical attachment you're able to use armor penetrating bullets, increasing damage and the cost of accuracy and weight. The combat scope is a combat scope with a 2x increased magnification, making it easier to aim at longer distances. The bigger clip increases the amount of bullets in your magazines at the cost of weight. The grenade launcher allows you to fire a grenade at the cost of weight and accuracy.

---------------------------
MA5C ICWS Assault Rifle.
Fire modes: Automatic only.
Attachments: Silencer, tactical attachment, combat scope, laser pointer, grenade launcher.
Magazine size: 32 rounds.
Accuracy: Medium if fired in short bursts (55) or low-medium (40) if fired automatic.
Range: Medium-low.
Rate of fire: High. (6)
Damage per hit: Low. 3 (slightly more damage with armour piercing rounds that comes with the tactical attatchment. 3,4)
Weight: 4 kilograms. (5 with the grenade launcher)

Attachments: Silencer reduces the noise and the flash when you fire the weapon at the cost of accuracy. With the tactical attachment you're able to use armor penetrating bullets, increasing damage and the cost of accuracy and weight. The combat scope is a combat scope with a 2x increased magnification, making it easier to aim at longer distances. The laser pointer increases your accuracy when firing from the hip. The grenade launcher allows you to fire a single grenade before reloading at the cost of weight and accuracy.
----------------
CR-77/caseless .30-caliber Light Machine Gun "Confetti Maker".
Fire mode: Automatic only.
Attachments: Extended barrel, 2x linked combat scope, larger magazine, incineration rounds.
Magazine size: 30 rounds.
Accuracy: Very low (2) if fired from the hip, medium (4) if firing while zoomed.
Range: Efficient range of 250 metres.
Rate of fire: Very high.
Damage per hit: Low-medium (4).
Weight: 9,5 kilograms.

Attachments: You can mount the Machine Gun on the Tripod to greatly increase accuracy, however you cannot move while doing so. The extended barrel increases accuracy. The combat scope is a 2x magnification telescopic sight. The larger magazine increases the amount of rounds in the magazine by 20.

This weapon is preferred by URF troops with very little training, as it doesn't require a lot of maintenance due to the caseless ammunition system. It also has a red muzzle flash, like the SMG in the E3 2003 demo.
------------------------
MA5K Carbine.
Fire modes: Automatic and semi-automatic.
Attachments: Silencer, tactical attachment, combat scope, laser pointer.
Magazine size: 40 rounds.
Accuracy: Medium (60) if fired in single shot or low (35) if fired automatic.
Range: Low-medium.
Rate of fire: Very high. (8)
Damage per hit: Low. 3. (slightly more with incineration rounds from the tactical attachment).
Weight: 3,2 kilograms.
The MA5K Carbine is a cut down version of the standard MA5B with a reduced magazine and reduced weight. The Carbine has the ability to fire semi automatically. When fired automatically the accuracy is lower than the MA5B but when fired semi automatically it's more accurate.

Attachments: Silencer reduces the noise and the flash when you fire the weapon at the cost of accuracy. The MA5K's tactical attachment allows the fire of incineration rounds which increases the damage at the cost of weight. The combat scope is a 2x increased magnification telescopic sight, making it easier to aim at longer distances. The laser pointer increases your accuracy when firing from the hip.

-------------------------
M7/Caseless Submachine Gun.
Fire mode: Automatic.
Attachments: Laser sight, reflex sight, silencer, recoil counterweight, shredder rounds.
Magazine size: 60 rounds.
Accuracy: Low (40) if fired in short bursts or (30) if fired automatically.
Range: Efficient range of 80 metres.
Rate of fire: Very high.
Damage per hit: Low (3)
Weight: 2,9 kilograms.

Attachments: The laser sight greatly increases accuracy when firing from the hip and slightly when aiming. The silencer reduces the noise and muzzle flash when firing at the cost of accuracy. The recoil counterweight reduces the recoil of the weapon at the cost of weight. The shredder rounds deal more damage, but they only have 40 bullets per magazine.

--------------------------
BR55 Battle Rifle.
Fire modes: Burst fire and single shot.
Attachments: Combat scope, tactical attachment, laser dot, larger barrel.
Magazine size: 36 rounds.
Accuracy: High (85) if fired in single shot and medium-high (75) if fired in bursts.
Range: Efficient range of 250 metres.
Rate of fire: Bursts can be fired with a 1 second down time.
Damage per hit: Medium. (5). (slightly more with high velocity rounds)
Weight: 4,5 kilograms.

Attachments: The combat scope is a 2x magnification telescopic sight, making it easier to aim at longer distances. The tactical attachment allows the firing of higher velocity rounds, increases the bullets speed and damage at the cost of weight. The laser dot greatly increases accuracy when firing from the hip. The larger barrel greatly increases accuracy at the cost of weight.

---------------------------
M6J Carbine.
Fire modes: Semi-automatic only.
Attachments: 3x linked scope, larger barrel, bigger magazine, pistol grip.
Magazine size: 16 rounds.
Accuracy: Medium. (60)
Range: Efficent range of 150 metres.
Rate of fire: Semi-automatic.
Damage per hit: Low-medium. (4,5)
Weight: 3 kilograms.
The M6J Carbine is a semi-automatic carbine version of the M6 series with larger barrel, magazine. It fires HE (high explosive) rounds to make up for its small calibre (the same rounds that the M6D fires in Halo: CE).
-------------------------
HMG-38 Light Machine Gun.
Fire modes: Automatic and 6 round bursts.
Attachments: Extended barrel, 2x linked scope, incineration rounds.
Magazine size: 60 rounds.
Accuracy: Low (2-3) in automatic fire, medium 5 if fired in bursts.
Range: Efficient range of 170 metres.
Rate of fire: Medium-high.
Damage per hit: Medium (5-6)
Weight: 10 kilograms.

Attachments: If mounted on the tripod, accuracy is greatly increased, however you cannot move while mounted. The extended barrel increases accuracy. The combat scope is a 2x magnification telescopic sight. Incineration rounds cause more damage.
--------------------------
M6C Magnum.
Fire modes: Semi-automatic only.
Attachments: Larger clip, laser sight.
Magazine size: 12 rounds.
Accuracy: Low-medium. 40.
Range: Efficient range of 100 metres.
Rate of fire: semi automatic fire with a 0,35 second gap between each shot.
Damage per hit: Low. (2)
Weight: 1,5 kilograms.

Attachments: The larger clip increases the magazine size of the magnum by 6 rounds at the cost of weight. The laser sight increases accuracy when firing from the hip.
-------------------
TAR-35 Pistol/caseless.
Fires modes: Two round bursts.
Attachments: Shredder rounds, suppressor, laser sight, 2x linked scope.

Commonly used rebel pistol which fires caseless ammunition.
Fires in two round bursts (though the the burst is very quick, and almost seems like a single shot. Because of the firing mechanism, the recoil goes into effect after both rounds have left the barrel, meaning minimal spread between the two shots.)

--------------------------------------
M6D Pistol.
Fire modes: Semi-automatic only.
Attachments: Combat scope, laser sight, high explosive rounds.
Magazine size: 12 rounds.
Accuracy: Medium (50)
Range: Efficient range of 140 metres.
Rate of fire: semi automatic with a 0,4 second gap between each shot.
Damage per hit: Low-medium (3).
Weight: 2 kilograms.

Attachments: The combat scope is a 2x magnification telescopic sight, making it easier to aim at longer distances. The laser sight increases accuracy when firing from the hip. The high explosive rounds increases damage, however the magazine size is reduced to 8 rounds.


---------------------------------
M75A CAWS Shotgun.
Fire modes: Pump-action.
Attachments: Faster pump-action, larger barrel, larger magazine, combat sight.
Stock size: 4 shells.
Accuracy: Low. (3) (the rounds are spread across a large area and the accuracy is actually quite high even at medium distances but only a few pellets will hit)
Range: Efficient range of 70 metres.
Rate of fire: Pump-action between rounds take 1 second.
Damage per hit: Fires 20 pellets, combined dealing very high (160) damage.
Weight: 5,7 kilograms.

Attachments: The faster pump-action reduces the down time inbetween shots by 0,4 seconds the shots at the cost of weight. The larger barrel increases accuracy at the cost of weight. The larger magazine increases the amount of bullets in the stock by 2 shells. The combat scope is a 2x magnification telescopic sight, making it easier to aim at longer distances.



[Edited on 02.26.2011 3:01 AM PST]

  • 02.24.2011 12:47 PM PDT
Subject: Halo: Insurrection, a game idea. (please don't post yet.)
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-----------------------------
M90 CAWS Mk I
Fire mode: Pump-action.
Attatchments: Faster pump-action, larger barrel, larger stock, high caliber shells.
Stock size: 12 shells.
Accuracy: Very low (2)
Range: Efficent range of 55 metres.
Rate of fire: Pump-action between rounds take 1 second.
Damage per hit: Fires 20 pellets, combined dealing very high (135) damage.
Weight: 5,7 kilograms.

Attatchments: The faster pump-action reduces the down-time inbetween shots by 0,5 seconds at the cost of weight. The larger barrel increases accuracy at the cost of weight. The larger stock increases the amount of shells in the stock by 4 shells at the cost of weight. The high caliber shells increases the amount of pellets fired every shot from 20 to 26 at the cost of accuracy.

---------------------------------
M90 CAWS Mk III
Fire modes: Automatic only.
Attatchments: Larger barrel, larger magazine, high caliber shells.
Stock size: 6 shells.
Accuracy: Very low. (1,5). (if the target is inside the crosshair and 30 metres away, 4-7 out of the 18 pellets are guranteed to hit.)
Range: Efficent range of 40 metres.
Rate of fire: Automatic, 3 rounds a second.
Damage per hit: Fires 18 pellets, combined dealing very high (120) damage.
Weight: 5,7 kilograms.

Attatchments: The larger barrel increases accuracy at the cost of weight. The larger stock increases the amount of shells in the stock by 4. The high caliber shells increases the amount of pellets fired with every shot from 20 to 26 at the cost of accuracy.

--------------------------------
NA4 Flamethrower.
Fire modes: Countinous fire.
Attatchments: Larger tank, better cooling system, better fuel pump.
Tank size: 16 seconds of continous fire.
Overheat time: 8 seconds of continous fire.
Accuracy: Very high.
Range: Efficent range of 40 metres.
Rate of fire: Continous fire.
Damage per second: Very high, 200.
Weight: 55 kilograms.

Attatchments: The larger tank increases the amount of time you can fire before reloading from 16 seconds to 22 at the cost of weight. The better cooling system increases the amount of seconds you can use continous fire before overheating aswell as reducing the overheat time by 2 seconds. The better fuel pump increases the range by 10 metres.

-----------------------------------
M7057/Defoliant Projector
Fire modes: Continous fire.
Attatchments: Larger tank, better cooling system, better fuel pump.
Tank size: 10 seconds of continous fire.
Overheat time: 5 seconds of continous fire.
Accuracy: Very high.
Range: Efficent range of 25 metres.
Rate of fire: Continous fire.
Damage per second: Very high, 175.
Weight: 30 kilograms. (I know it's supposed to weight 55 kilos, but for balancing purposes it's reduced to 30)

The larger tank increases the amount of time you can fire before reloading from 15 seconds to 20 at the cost of weight. The better cooling system increases the amount of seconds you can use continous fire before overheating aswell as reducing the overheat time by 2 seconds. The better fuel pump increases the range by 10 metres.

------------------------------------
W/A-VM6 G/G NR Spartan Laser.
Fire modes: Charged shots.
Attatchments: Shorter charging time, combat scope, sniper scope, larger battery.
Battery capacity: 100 energy units.
Energy consumption: 10 for a 1 second charged shot, 20 for a 2 second charged shot, 40 for a 3 second charged shot.
Accuracy: High.
Range: Efficent range of 220 metres.
Overheat downtime: After every round it must cool down for 5 seconds.
Damage per shot: High for a 1 second charged shot (90), very high for a 2 second charged shot (135) and extremly high for a 3 second charged shot (200).
Weight: 20 kilograms.

Attatchments: The shorter charging time reduces the time to charge up the weapon by 0,5 seconds. The combat scope is a 2x magnification telescopic sight, making it easier to aim at longer distances. The sniper scope is a 4x and 10x magnification telescopic sight, greatly improving aim at longer distances. The larger battery increases the energy of the battery by 20 units at the cost of weight.

-----------------------------
99D-S5 Anti-Matériel Sniper Rifle.
Fire mode: Semi-automatic.
Attatchments: Oracle sight, laser sight, larger magazine, armour penetraiting rounds.
Magazine size: 6 rounds.
Accuracy: Very high, 9,7.
Range: Efficent range of 400 metres.
Rate of fire: Semi-automatic fire every second.
Damage per hit: High (90)
Weight: 8 kilograms.

Attatchments: The oracle sight is a 5x and 10x magnification telescopic sight, greatly improving aim at longer distances. The laser sight increases accuracy when firing from the hip greatly and when aiming slightly. The larger magazine increases the amount of rounds in the magazine by 2 bullets. The armour penetraiting rounds increases the damage against vehicles greatly and against infantry slightly at the cost of accuracy. The high velocity rounds slightly increases the speed and damage of the bullets at the cost of weight.

----------------------------
M99 Stanchion gauss-rifle
Fire mode: Spring action.
Attatchments: High explosive rounds, high velocity rounds, oracle sight, tripod.
Magazine size: 10 rounds.
Accuracy: Low-medium (4,5), high (8) with the tripod.
Range: High.
Rate of fire: Spring action with a 3 second down time in between shots.
Damage per hit: High (115)
Weight: 22 kilograms.

Attatchments: The oracle scope is a 5x and 10x magnification electronic sight with a small LCD screen mounted on the weapon, greatly improving accuracy when firing from longer distances. The high explosive rounds increases the damage and causes aoe damage at the cost of accuracy and penetration. The high velocity rounds increases the velocity and damage of the rounds at the cost of weight.
--------------------
Alt- M99 Stanchion
Magazine Size: 10 rounds
Charge time: 20 units/second.
Damage: 1,5 damage for every unit.
Velocity: 3000m/s for every 20 units, for a maximum of 15km/s at 100%.
Maximum ammunition: 20 rounds
Firing method: The rifle has a ten round magazine, but in addition, the weapon needs to be charged before it can be fired. There's an energy bar in the HUD, displaying the charge of the weapon. The energy bar consists of 100 units. Whenever a shot is fired, it completly depletes the charge to 0 units. The energy bar will then instantly start to refill, at a rate of 20 units/second. To fire the weapon, you need a minimum of 20 units to fire, meaing the highest rate of fire is 1 round per second. But firing the weapon this quickly will render the rounds less deadly than when the weapon is fully charged.
Attachments: 5x+15x scope, 2x scope,

------------------------
M19 SSM Rocket Launcher
Fire mode: Semi-automatic.
Attatchments: Combat-scope, laser dot homing device.
Magazine size: 2 rockets.
Accuracy: High (8)
Range: Medium.
Rate of fire: semi-automatic with a 1 second gap between each shot.
Damage per rocket: Very high (190)
Weight: 18 kilograms.

Attatchments: The combat scope is a 2x magnification telescopic scope, increasing accuracy from longer distances. The laser dot homing device causes your rockets to follow the laser doter ejected by your weapon.

-----------------------------
M19-B Surface-to-Air Missile Launcher
Fire mode: One round before reloading.
Attatchments: Lock on homing rockets, oracle sight.
Missile capacity: 3 missiles.
Accuracy: Very high.
Range: Very high.
Damage per missile: Very high (110)
Weight: 16 kilograms.

Attatchments: The oracle sight is a 4x and 10x magnification telescopic sight, greatly increasing accuracy from longer distances. The homing rockets are able to lock on to vehicles and other heat sources.
---------------------
LAU-65D/SGM-151 "missile pod" turret.
---------------------
M247 General Purpose Machine Gun (halo 2 turret). Carried as a normal weapon.
---------------------
AIE-486H Heavy Machine Gun (halo 3 turret)

  • 02.24.2011 12:48 PM PDT
Subject: Halo: Insurrection, a game idea.
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Covenant weapons.

Type-25 Directed Energy Rifle, Plasma Rifle
Fire modes: Automatic only.
Attatchments: Directed magnetic field, super-conductive cooling system, type-12 optical sight, external heater.
Battery capacity: 100 energy units. (200-250 rounds)
Accuracy: Medium if fired in short bursts or low-medium if fired automatically.
Range: Medium.
Damage per shot: Medium-high.
Weight: 5,9 kg.

Attachments: The directed magnetic field increases the velocity of the shots, the superconductive cooling system increases the rate of fire and reduces the cooling time, the type 12-optical sight is a combat sight with a 2x magnification. If you select external heater your plasma shots will heat up by another few hundred degrees, making the shots a bit more purple than blue, increasing damage.

--------------------------
Type-33 Guided Munitions Launcher, "Needler"
Fire modes: Automatic only.
Rate of fire: Medium-high.
Attachments: Needle charger, munition improvement, extra needles.
Magazine capacity: 20 needles.
Accuracy: Low (2) before the needles start homing at the target.
Range: Medium.
Damage per needle: High.
Weight: 4,3 kg.

Attachments: With the needle charger, needles deal 40% less damage on first impact, but they shatter 2 seconds after they hit the target, dealing 150% of the original damage and even more against vehicles. Munition improvement increases the velocity and homing ability slightly. With the extra needles you have 6 more needles per magazine.

-------------------------
Type-25 Directed Energy Pistol
Fire modes: Semi-automatic and charged shots.
---------------------------
Type-35 H-MC Munitions Launcher, "Needle rifle".
Fire modes: Semi-automatic and automatic.
Rate of fire: Medium.
Attatchments: Superconductor, extra needles, "charge up".
Magazine capacity: 120 units of needle mass.
Accuracy: Low-medium-high.
Range: Medium-high.
Damage per needle: Medium or high.
Weight: 8,9 kg.

Notes: This needler doesn't have any lock on feuture, but the needlers have greater velocity and accuracy. It should also be noted that each single shot needle deals far more damage than needles fired repeatidly, each automatic needle removes 5 needle mass from the magazine while a single shot removes 12.

Attatchments: The superconductor increases the velocity of the needles. With the extra needles the size of the magazine is increased by 25 needle mass. The "charge up" attatchments cause needles to deal more damage the further they travel in mid-air.

----------------------------
Type-51 Carbine
Fire modes: Semi-automatic only.
Rate of fire: Medium.
Attatchments:
Magazine capacity: 18 rounds.
Accuracy: High.
Range: Medium-high.
Damage per shot: Medium.
Weight: 8,8 kg.

Weight determines how fast you move and to a lesser extent the speed of which you'll be able to look around. The more weight the slower you move.
-----------------
Miscellaneous information.
Here is some information that I couldn't fit anywhere else, and some general info that I simply forgot to add originally.
----------------
I want Insurrection combat to feel more "real" and authentic without affecting gameplay, here are some examples.
The gunner on the gauss hog may hold the left trigger to zoom. This will cause the camera to enter first person, and you will use the screen as an occupant canonically would. See this picture. NEW
A similar little feature could be added to the scorpion. When the driver holds the left trigger, the screen changes to a camera on top of the cannon.
Weapons would also feel more authentic if this change was added to weapons which use linked-scopes. He is an example for the M6D pistol.

Health System.
The health system is nearly identical to the stamina/health in ODST, but stamina is called armor instead. Health partially recharges. As you can see from this image, the health is divided into four bars. The bars will gradually deplete when taking damage (only after the armour/stamina is down). If a bar is emptied completely then that bar won't recharge, but if a bar has only been partially emptied, the rest of the bar will recharge.
Armour/stamina recharges completely. To recharge completely empty health bars you will need to find a med pack or a medic.
------------
In the campaign, where you play as a fully armored Spartan in the Mark IV armor, I want the armor to feel more realistic, more deadly and functional. In the campaign you will take fully use the potential of the suite like in the books. You'll be able to sprint at speeds exceeding 60 km/h for short moments, and when you melee opponents their bones will crack, and they will possibly be sent flying metres away (especially if you sprint+melee).
When you jump and land there will be a sound, as it would if a 500kg heavy human landed on a surface. If jumping on metal there will be a clang, if landing on an opponent there will be a crack.






If you've made it this far, then here are some masterly crafted images for the game (sarcasm if you didn't notice).
The campaign lobby and the main menu.
Logo.

TAR-35 Pistol.
CR77
CR-77 /caseless (a weapon frequently used by the rebels, inaccurate with lots of firepower)
More awesome images.
CR-77.
The confetti maker.
Another version of the caseless assault rifle.Another one!A few different images + M6J carbine.

HUD.
Crosshairs.

The island in which the majority of the campaign takes place. The Campaign maps are semi open, but not free-roam.
Another map!
Main characters.
Random selection of random failed weponz

Update: Better illustrations of the gauss hog first person feature. When pressing the right thumbstick, or holding the left trigger, the camera will jump to a FPS view, allowing you to use the cannons built in monitor to aim. The monitor has a 3x zoom and offer other miscellaneous information.
Final version.


phew, thur we go, a lot of copy pase

[Edited on 03.02.2011 1:58 PM PST]

  • 02.24.2011 12:48 PM PDT
Subject: Halo: Insurrection, a game idea. (please don't post yet.)

I must go now, my planet needs me.

chuck noris could'nt climb that wall

  • 02.24.2011 1:01 PM PDT

[Hoggin'] [Racing] [Mini Games] [Grifball] These are Kshesho's Specialties. Ive got fun new ideas all the time!

Grifball: I am on the team "Grifted" in the GGL and i am the captain of "Hammers of Thor" in the AGLA. In Dash i play tank and in Vanilla i play trick runner. Im moving toward being a tank in vanilla though.

See You On the Court!

holy -blam!- i gotta find some time to read this! but i will and i will comment with my thoughts...

  • 02.24.2011 1:04 PM PDT
Subject: Halo: Insurrection, an old game idea.
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Posted by: Kshesho
holy -blam!- i gotta find some time to read this! but i will and i will comment with my thoughts...
Thank you good sir, although don't expect much, it has a very low quality standard. Around the time Halo 3 was released I periodically made some word documents and inserted some ideas for a game. I recently re-discovered these old documents and I made a brief attempt to clean them up for easier reading and posted them all here.

Edit: It's late in my timezone, I really have to get some sleep now, will check in the morning and reply to critique, bashing and questions.



[Edited on 02.24.2011 2:34 PM PST]

  • 02.24.2011 1:29 PM PDT
Subject: Halo: Insurrection, a game idea. (please don't post yet.)

We will know soon enough, but it will require thought. Deep thought. Mendicant Bias must be found. The Mantle will soon follow.

01010100 01101000 01100101 00100000 01001001 01110010 01101001 01110011 00100000 01101001 01110011 00100000 01101011 01100101 01111001 00101110

Very good indeed, the planning process must have taken forever.

Now, on an off-topic note...

Posted by: william ian
chuck noris could'nt climb that wall

... It's not a wall of text. Would you call one of Urk's Weekly Updates a wall of text? He broke it up pretty clearly in every area in this post. Sheer amounts of information or text do not define a text wall, rather breaks in the text itself. Otherwise we'd be calling almost every published worded article a wall of text if it worked like that.

  • 02.24.2011 1:37 PM PDT
Subject: Halo: Insurrection, an old game idea.

That is the single longest post I've ever seen. Will read when I have time.


Posted by: Colonel Watts



Halo: Insurrection

irony ftw!

[Edited on 02.24.2011 2:06 PM PST]

  • 02.24.2011 2:05 PM PDT

If you can read this, that means I'm not a Shaolin monk...

yet.

That would be very nice.

inb4wolverfrog

  • 02.24.2011 2:47 PM PDT

Yeah, I always wanted to see a game based on the insurrection and the training of the Spartan II's

  • 02.24.2011 3:25 PM PDT
Subject: Halo: Insurrection, a game idea. (please don't post yet.)
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Posted by: Carl BOS
Very good indeed, the planning process must have taken forever.
Thanks, but I just periodically added some info over a course of almost 2 years, I never really took the project "seriously", if I had really put my mind to it I probably could have written all this in a considerable smaller time-span.

Posted by: ROBERTO jh
That is the single longest post I've ever seen. Will read when I have time.
Thanks I'll take that as an compliment in itself :-)

irony ftw!
xD

Posted by: TheGreenAlloy
That would be very nice.

inb4wolverfrog
Why thank you. Posted by: Thugzz Deluxxxe
Yeah, I always wanted to see a game based on the insurrection and the training of the Spartan II's
Yeah, while not included in the campaign section (yet at least, I might update), I've had an idea that you would play through several Spartan -II flashbacks as a training mission (like when your Spartan first learned to handle an firearm, and when he first got his MJOLNIR armor etc).


Thanks for the support. Also, I found another document called miscellaneous and added it into the last post, among with 2 explaining images.

  • 02.25.2011 1:51 PM PDT
Subject: Halo: Insurrection, an old game idea.

Man is born free but everywhere he is in chains.

You've put an amazing amount of thought into this. It's a very cool idea.

I've always wanted to know more about the Human conflicts before and during the Human-Covenant War.

Edit:
Also, have you considered a gametype like Splinter Cell's Mercenaries vs. Spies?
I think a similar approach would work well with the Spartan IIs and the Rebel forces.

[Edited on 02.25.2011 2:06 PM PST]

  • 02.25.2011 2:02 PM PDT
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Posted by: Lyme1331
You've put an amazing amount of thought into this. It's a very cool idea.

I've always wanted to know more about the Human conflicts before and during the Human-Covenant War.

Edit:
Also, have you considered a gametype like Splinter Cell's Mercenaries vs. Spies?
I think a similar approach would work well with the Spartan IIs and the Rebel forces.
Thanks for the suggestion, but I haven't played Splinter Cell and don't know what that gametype is like. But a gametype where a few overpowered Spartans would take on masses of rebels might be fun (like team juggernaut, the juggernauts being Spartans), if that's what that gametype is like.

  • 02.25.2011 2:10 PM PDT

Man is born free but everywhere he is in chains.


Posted by: Colonel Watts

Posted by: Lyme1331
You've put an amazing amount of thought into this. It's a very cool idea.

I've always wanted to know more about the Human conflicts before and during the Human-Covenant War.

Edit:
Also, have you considered a gametype like Splinter Cell's Mercenaries vs. Spies?
I think a similar approach would work well with the Spartan IIs and the Rebel forces.
Thanks for the suggestion, but I haven't played Splinter Cell and don't know what that gametype is like. But a gametype where a few overpowered Spartans would take on masses of rebels might be fun (like team juggernaut, the juggernauts being Spartans), if that's what that gametype is like.

Pretty much. In Splinter Cell, the mercenaries were in first-person view and had assault rifles, while the spies were in regular Splinter Cell gameplay view and acted more stealthy. The mercs would set up traps to kill the spies, while the spies would evade them and try to kill the mercs.

A more Halo-ized version (without the super-spy wall climbing and stealth capabilities) of this would be cool for your game. Much like a variation of Team Juggernaught (or Invasion Slayer).

The Spartans would have their warthogs and falcons to charge in on while holding their high-tech UNSC equipment. The insurrectionists would have to play in a more guerrilla style: setting up mines/explosives, popping out from cover to fire an RPG, the occasional snipe, etc.

I wonder how the Covenant could be integrated into this. I like the ideas you made for that.

Edit: I just read the inclusion of stolen SPI armor, fantastic.

[Edited on 02.25.2011 2:21 PM PST]

  • 02.25.2011 2:20 PM PDT

jesus that was epic and thank you and i hope this thread stays alive and bungie looks at this or tells 343

  • 02.25.2011 3:29 PM PDT
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Posted by: cullenz088
jesus that was epic and thank you and i hope this thread stays alive and bungie looks at this or tells 343
Thanks, but I really just made this for fun, I have no childish ambitions that someone would actually make a game of this (you can always dream :-( ), thanks for the support.

Also Lymme, I added your gametype idea to the OP, more details pending.

It is now the time of the night in which I require sleep and I bid you good night. I will check in on this thread in the morning and if there's any interest I will do my best to reply. Bye!

  • 02.25.2011 4:16 PM PDT

Friends before pixels.

One word. DAMN.

This sounds GREAT. [Thread Saved]
I hope if this gets made, that it will fill some of the HUGE PLOT HOLES.

Just, DAMN.

  • 02.25.2011 4:56 PM PDT
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Esro 'Ecaulee is my name, and I wear black armour....

My thoughts:
I think, what would be a more... halo, experience, is have the players play as spartans (unsc), Elites/ brutes (Covenant), or rogue spartans (Rebels) because I do believe that there was one spartan who went rogue during the human covenant war on reach (perhaps). But have them all wearing shields and etc.

Now on to weapons, I believe that it would be a nice idea to have loadouts like in Reach but give them a points cost if you will (Say 0 points for the standard load outs, 4 points for the mid tier loadouts, and 8 points for the 3rd tier load outs.) but still allow a player to pick up any weapon they incounter on the battlefield still have power weapon spawns.

To classes! Pretty much the same as the load outs but with different armour perms. Now, I think that this should only apply to people who are playing as guests on Xboxs and have other people be given a symbol over their head along with their screen name and call sign.
Now, I think it would be a good idea (For the elites appearence) That most elites you incounter in the campaign be wearing armour like the halo reach elites (more elegant and more symbolic) and have elites in multiplayer wear armour such as the halo 3 armour (hunched over and more spec ops in appearence).

Buying armour: I think that every set of armour should have both pros and cons.
Recon armour and commando armour should be focused more on stealth but with not as much on frontal combat.
ODST and Assault armour will be focused more on standard combat be a bit of a jack of all trades armour.

Every armour will be granted with built in upgrades and plug ins that can be swaped out and/or upgraded.

But that is just my thoughts on it...

  • 02.25.2011 5:29 PM PDT
Subject: Halo: Insurrection, a game idea.

I say just remake halo 2 with better graphics... same gameplay, bxr, bxb, double shot, and quad shot. Bring back the same maps from halo 2 along with halo 3 favs such as pit, narrows, and guardian. Then everyone would be happy and the skill gap would be back where it needs to be. I guess armor upgrades and a points system would be fine but the ranking system should not be affected. Get rid of the super bounces, getting out of maps, (which was fun but had a negative effect on competitive play) and a halo 2 multiplayer remake would be the perfect game. That is what needs to be done. If bungie ignores this post they will have ignored making as much money as they have off of not only halo 2, but also halo 3 and halo: reach combined. Take it or leave it!!!

  • 02.25.2011 5:57 PM PDT

I'd rather see a Halo Wars sequel.

  • 02.25.2011 5:59 PM PDT
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Posted by: a casual banana
One word. DAMN.

This sounds GREAT. [Thread Saved]
I hope if this gets made, that it will fill some of the HUGE PLOT HOLES.

Just, DAMN.
Thank you good sir.
Posted by: Ender GhostThere was actually only one "rogue" Spartan, and he failed the augmentation process and became horribly disfigured. Although he went rogue, he didn't join any other factions. But since it's multiplayer it doesn't need a canonical explanation. In the campaign the most elite insurrectionist troopers will be armed with stolen SPI armor.

I like some of your other ideas, but I can't fit much more into the OP, unfortunately.

Posted by: Snowy Zoe
I'd rather see a Halo Wars sequel.
I would only play a Halo Wars sequel if it were completely redesigned, and released on the computer exclusively (or at least not dumbed down because of a console port). It also needs a custom game editor (console RTS players don't know what they're missing out on).

[Edited on 02.26.2011 9:24 AM PST]

  • 02.26.2011 9:23 AM PDT

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