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  • Subject: Halo Reach: ODST (Ideas for new ODST+ first 5 missions)
Subject: Halo Reach: ODST (Ideas for new ODST+ first 5 missions)

For those of you that have seen my previous posts, this is an update of my thread. I am the original writer. For those of you who are new to my thread on Halo Reach: ODST, then here is the lowdown. I have an idea for a Halo game, taking place directly after the mission "the Pillar of Autumn" in halo: reach. It would follow the story of a familiar ODST squad, led by Gunnery Sergeant Edward Buck, and their actions on the planet reach in late 2552. Their mission: escape with the priority one objective, alive.

CAMPAIGN:

The campaign of Reach ODST follow Buck and his old squad before H3: ODST, along with some new faces, pitted against unspeakable covenent odds after the fall of reach, searching desperately for UNSC forces and weapons, and an objective of the utmost importance to the war effort. This game would be a free-play game type with RPG aspects, where you wander around a large scale world scavenging for sraps of evidence and audio files and helmet cams with your broken up squad. As your character progresses though the campaign, you squad gradually regroups. In this game, you would NOT play as the other squad members. weapons would stay basically the same as Reach. After completing the mission, and overcoming plot twists along the way, the main goal of the squad would be to find a transport off planet.

Level #1: Headlong into Hell

This would be the first mission, where you and your squad would be dropped out of a UNSC Stealth Frigate in slipspace via slipspace insersion pods right after the departure of the Pillar Of Autum. Before the drop, your ODST squad is breifed on a mission to destroy a vital data centre that the convenent are attempting to break into. The data centre (later discovered to be an ONI research facility) would hold a vital AI that contains the location of earth, among other vital intels that are crutial to the war effort. Your character is introduced as second luitenant S-B416, a Orbital drop expert/technology expert and is the newest addition to the squad, and is the highest ranking officer in the squad. When starting a new campaign, you get the option to reconstruct the Spartan's face (kinda like mass effect 2, but way better.) Your spartan is crutial to the success of the mission, because he/she was involved in the project that is in the center of the mission. The rest of the squad doesn't know all the information you do, since some of it is deemed "to sensitive for non-ONI personnel." The squad is composed of returning ODST and some new faces. The game starts out with cutscene: your spartan conversing with an ONI operative via hologram about the top secret Spartan-III program, and an AI on Reach with top secret data about the program, including the location of Onyx. The ONI operative leaves the conversation with: "we must not allow this data to be recovered by the covenant." After this cutscene, your promoted to go find Captain Dare, who will be the lead ONI operative on the mission. She is with Buck and several other ODST's, starting a briefing around a Holo-table. It displays the city of Manassas, a sprawling urban area of reach, and the location of the AI objective . The other ODST's are squad leaders that will be involved in the mission. She goes over all the specifics of the mission, except for the "sensitive" parts. After her briefing, you are prompted to find your squad in the armory. Your squad has the following members

Niels: medic
Drew: Rifleman
Piles: Heavy Weapons
Romeo: Marksman

after a quick intro, you choose weapons from the prowler's armory, and manually load your drop pod. After this is done, your squad goes into their slipspace insertion pods. Before the drop, they go through pre-drop procedures, and then drop out of the stealth frigate into the slipspace stream.

during the drop, your squad communicates via helmet cams and HUDs. About 15 seconds into the drop, you drop out of slipspace. To the astonishment of all the ODST's, a battle is ensuing as the Pillar of Autumn is escaping reach. Captain Keyes hails Captain Dare, and demands to know what the hell is happening. She ignores the hail, and orders the ODST to take evasive action. You now control the drop pod for a time, evading and avoiding obstacles and plasma rounds. Right as the ODST's enter the atmosphere, Dare orders the squads to split up and land at their respective landing zones. Another cutscene occurs and the squad attempts to land in the general area around the city of Manasass, which is the location of the AI objective. But another problem occurs. 3 Covenant Corvette-class ships are above the city, and open fire on the drop pods. Many of the ODST are hit, and the remaining are forced to split up again to avoid getting hit. upon landing in the city outskirts wasteland, you are seperated from the rest of your squad who landed in the city. Comm's are temperarily disabled, and you receive communications from your spartan AI. Your AI directs you to move around the city outskirts undetected, searching for a transport to take you into the covenant controlled city to rescue the divided squad. 2 ODST from Gamma squad are nearby, and a cutscene shows your spartan and the ODST meeting up.

Your spartan and the ODST must search the wasteland around Manasass for a UNSC outpost, where you would locate a holo-map to find the location of a hidden UNSC weapons depot and vehicle garage. A short cutscene shows your spartan taking the data and transfering it to your AI. also, a Phantom dropship goes overhead, and go directly to your drop-pod. A group of elites and infantry drop out to search the area for you. your spartan looks through his visor magnification to see them tear apart the drop area looking for you. At the same time, you recieve a broken communication from a trooper fireteam at a roadblock 1 click from your position. your new objective is to find and assist the troopers, giving long range fire support with the sniper rifle, while remaining hidden from the search party. after completeing this, you approach the squad, who will follow you the the vehicle depot. After fighting your way through some light resistance from covenant outposts, you arrive at the depot. this is the end of this level.

Mission #2: Straight shot to Manasass

You are now safely inside the hidden depot, and find some power weapons to assist you on the run to the city. You discover a drivable warthog, and the ODST get in with you. When you get into the warthog, the troopers stay behind to open the large blast doors. Your HUD is updated with a new objective, located about 20 kilometers away. You recieve another broken transmission, this time from a mechanized marine division. They are pinned down close by, and are in need of some spartan assistance. you move to free the troops. after taking out the resistance, everyone saddles up, creating a 3 warthog convoy. The rest of the mission is getting to the freeway, and then going straight to the bridge into the city. the freeway is riddled with covanent sniper towers and ghosts. upon reaching the bridge's gate, two phantoms drop wraiths in front of you. you are forced to evade the plasma mortars, and find an alternate route that your AI prompts you to take. It is the service catwalk hanging underneath the bridge, and it is a long way down to the lake below. you take the warthog on the catwalk, which is moderately wide, and drive frantically to the other side, being chased by several ghosts and eventually Bansees toward the end of the bridge. The bansees blow up the end of the catwalk, forcing you to jump the gap. A cutscene starts, and you barely make it and fliping the warthog. The ODST are dead. you are in Manasass. toward the end of the cutscene, you get a clear transmission from pinned down troopers in a plaza not far from you position. End cutscene, and level.

  • 03.20.2011 5:18 PM PDT

Mission #3: Urban Warfare

Your alive, but barely. Your health is very low, and the only weapon you have is your M6D/SOCOM with 6 full cartridges. You call out on the comms and get a broken reply from the Squad's medic, Niels, who is pinned down in a plaza with a platoon of troopers. Your AI prompts you to take one of two paths. On will be centric on using the high rises and giving more sniper support. The other path will lead you around the flank of the enemy and you can pick up an Camo AA, which you use to assassinate and kill enemies without being detected. After either sniping or killing the enemies, the troopers and your spartan regroup. Niels is patching up the platoon's CO, so you take a second and converse with the second in command. S-416 questions the sergeant about where the nearest weapons cache is. He responds that you will have to ask the Gunnery Sergeant. You then have the choice to talk to Niels or the Gunnery first. If you talk to the Gunnery, he gives you the coordinates of the nearest supply cache, but if you talk to Niels, he gives you the location of a long range radio dropped by the platoon's radio operator. You then are prompted to go to both locations and find the objectives. At the supply depot, you get a transport hog that has weapon crates in the back, and take it back to the platoon to restock supplies. When you go to the radio, you are ambushed by jackal snipers with particle beam rifles. A squad of marines follows you to both locations, being part of the fire team system from Halo: Reach. After regrouping with the team, Niels and S-416 call out on the radio for the squad. You find out that Buck and Dare are at the ONI tower in the center of the city, and are fighting their way down the tower to the Vault. You AI projects a hologram in your helmet of the two fighting down the stairwells. Apparently they both landed on top of the building. Dare orders S-416 to find the squad leaders from Bravo and Delta squads, and regroup a small fighting force to breakthrough to the city center, which is held by a large covenant force.


S-416 assumes command of the trooper platoon, and Niels takes the transport hog to the location of a UNSC field hospital with the wounded. He will meet up with you and the rest of the squad later. Dare's orders also relayed the last known location of the Bravo and Delta squads. You get another choice to go to Bravo's location or Delta's. If you go to Bravo squad, then you go through the city sewer and service tunnels underneath the city to avoid a massive covenant battalion observed before making the decision. If you go to Bravo, you take an elevator to a sky bridge and fight you way across to the Squads last known location, observed before making the decision. Making the decision is the last part of Mission 3.

Mission #4 (one of longest Missions of the game): Reinforcements

Part A: If you choose to pick Bravo squad, you head underground via a service elevator. A squad of 10 troopers comes with you, while the rest post up in the plaza, using the supplies from the hog to create a firebase with an Anti-vehicle Gauss cannon and about 6 turrets. 30 marines defend the perimeter. In the sewers, you find ALOT of blood, leading away to the end of the tunnel. You hear a distance scream and fluttering wings. as you head down the tunnel, you find a gutted trooper who whispers "they're coming, They're coming" before going dying. The troopers start to talk, but S-416 tells them to shut up. You are prompted to switch to night vision. In the new night vision, you see a laser coming out of your weapon which helps you aim. 416 orders the troops forward with a hand motion. Another minute or so, and you finally get attacked. Buggers attack and kill most or all the troopers, and you take out the foes. The last couple retreat before you can kill them. Eventually, you end up in a large, open chasm with a narrow bridge. You have to go across, but buggers attack 416 and force him to jump across to another bridge (cutscene). Your AI redirects 416's course, and tells him that the city AI just gave him full access to city schematics and maps. you try to radio to Dare and the troopers, but your too far underground to reach them. AI directs you to a console down the service tunnel in a lighted rom that activates a plasma purge of the under ground tunnels, as well as restores power to the lighting. This wipes out all the buggers and allows you to go through the tunnels un harassed.

416 takes an elevator to the the surface, and finds himself in the middle of a huge firefight between a UNSC tank Battalion and a covenant armored group. You are contacted by the tankers and are told to "get out of the ******* way." The commander of the tankers is told by 416 that he need to get a lift to the Murrieta Plaza. You then are prompted to take a tank and go with the rest of the platoon. After fighting through heavy resistance, the Tanks arrive at the plaza and assist what is left of Bravo. The 5 ODST then hop on your tank, which you drive back to the elevator, take back through the tunnels, now filled with jackals, and to the marine firebase.

Niels arrives back from the field hospital with Romeo, who landed only half a klick away from the hospital. The 3 have a little chat about mission progress and their next move. Right in the middle of the conversation, a Wraith Plasma mortar hits a barrier on the lower end of the plaza. you then defend the firebase for about 3 min using the weapons, turrets, and the gauss cannon at the pinnacle of the plaza to subdue 3 wraiths. Elites, Jackals, and Grunts all are in the attack force.

After the attack, 416 moves out with Niels and Romeo to the last known location of Delta squad...

  • 03.20.2011 5:18 PM PDT
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Nice work! Very Impressive. I was thinking something more like this for a Reach ODST game though

  • 04.26.2011 3:27 PM PDT