A collection of ideas for Halo Wars 2

Collection of ideas for Halo Wars 2
GT: Sgt Jackson CC
Ok time for the basic stuff. Everything would end up being slightly more complicated, but overall I think it would improve the game very well. New units, new building, and new navigation.

UNSC:
Barracks:
Basic troops:
**Marine-**Upgrades: same upgrades and special ability as original game
Spartan-Upgrades: the first two are the same as the original game, but the third upgrade you can choose the weapon the Spartan has:

  1. Laser.
  2. Rocket Launcher.
  3. 4 Barrelled minigun.
    These weapons are the ones the Spartans in the first game had, each would have its advantages and disadvantages such as power, fire rate, reload time, and a specialism against certain enemies.

Special-These would be slightly modified troops, and have there place in the other part of the Barrack’s circle menu that used to be hellbringers.

  1. Sniper pair-like the rebel snipers in the first game.
    Upgrades:
    Antipersonnel rounds-more damage to infantry.
    Armour piercing**-**more damage to all vehicles.
    Dead silence-sniper rounds are now silent, and can only be noticed by the flashes the gun and bullets make.
    Special ability: Smoke bomb-creates a cloud of smoke around the sniper pair, to make for a quicker getaway.
  2. Flamethrowers-same upgrades and special ability as original game.
  3. Mortar team-a pair of marines with small artillery launchers.
    Upgrades:
    Splash damage-increased splash damage from shells.
    Cluster bombs-three explosions from one strike. Reflex reload-reload speed for each strike is reduced by 1/3.
    Special ability: Poison gas-launches a poisonous gas bomb that does more damage the longer infantry is in it .

Vehicle Depot:
Tanks: A section in the circle menu home to the big vehicles.

  1. Scorpion/Grizzly-same upgrades and special ability as the original game.
  2. Rhino-like in the mission in the first game.
    Upgrades:
    Accelerated-increased rate of fire.
    Burner-plasma burns on the ground similar to the wraith upgrade.
    Sticky plasma-any units hit dead on will burn for a short while with plasma stuck to them (Burner upgrade still applies if it misses other units).
    Special ability: Heavy artillery-similar to the cobra, but this is a one shot heavy cannon that can fire over low walls.
  3. Elephant-same upgrades and special ability as the original game.

Special: A section in the circle menu where the specialist vehicles are located.

  1. Wolverine-same upgrades as original game.
  2. Cobra-same upgrades as original game.
  3. Gremlin-same upgrades as original game.

Warthogs: Moved to vehicle depot to prevent warthog rushing.

  1. Chain gun/Gauss cannon variant-same upgrades and special ability as the original game.
    2. Rocket variant from Reach
    The first two upgrades are the same as the original warthog, but the third upgrade is:
    Upgrades Laser targeting-rockets are much more accurate.
    Special Ability: the same as in the original game for warthogs.
  2. Troop transport-defenceless, but you can add a squad of marines like a Spartan hijacks a vehicle, and eject them with a touch of a button.
    Upgrades:
    Roll cage-enables troops to be placed in vehicle-adds health to vehicle.
    Smoother ride-the warthog has better suspension, giving troops inside more range and accuracy when shooting.
    Specialist transport-enables other infantry to be placed in the Troophog in any combo other than the marine squad (eg, two sniper pairs, or two hellbringers, or 2 mortar teams, or any combination of them).
    Special Ability: the same as in the original game for warthogs.
    Note: All units inside the Troophog use the weapons that they would have normally to shoot with.

Air Pad:

  1. Hornet/Hawk: same upgrades as first game.
    Special Ability: Red laser-a red laser sets a target on fire, and burns for 5 seconds, causing extra damage.
    2. Vulture:
    Upgrades:
    Mega Barrage-same as first game.
    Explosive ammo-Shots do more damage to units.
    Duel engines- an extra engine for the vulture for increased speed.
    Special Ability: the same as the first game.
  2. Falcon: Can add a squad of marines to transport around the battlefield, though they don’t aid its combat efficiency.
    Upgrades:
    Miniguns-two side mounted machine guns to aid combat efficiency.
    Rappels-used for when marine squad is deploying from the falcon, and speeds up the process as the falcon doesn’t need to land to deploy troops now.
    Grenade launcher-Miniguns upgrade to grenade launchers.
    Special Ability: Booster- A quick burst of speed to get across battlefields quickly.

Combat Support Building:

  1. Turrets: Place able turrets to put on the map, idea from shade turrets in the first game on harder difficulties-each turret takes up 1 population.
    Upgrades:
    Armour plates-turrets get armour and more health.
    Medium turret-two barrels to shoot and deal more damage.
    Large turret-three total barrels to deal more damage.
  2. Mines: Place on the map, hidden from enemy view underground (without an upgrade, see below) explode on enemy contact-each mine takes up 1 population.
    Upgrades:
    Boom- Mines have a more powerful blast.
    Cluster mines-mines explode three times.
    Fire trail-mines leave fire after exploding for a few seconds, damaging anything with in it.
  3. Cyclops: Same upgrades and special ability as the first game.

Field Armoury:
Same upgrades as before in the first game (including leader power specific upgrades) but with a couple more added.

  1. Metal detector-enemy mines now visible on the map, when directed to units will shoot them.
  2. Line of sight-all infantry gain laser sights or targeters, enabling many more shots to hit the target and the area you can see the map around units is increased.

Reactor:
It can be upgraded to two reactors, with another upgrade after.
Upgrades:
Enhanced reactor-two reactors.
Solar powered-reactors part solar powered, gains 10 resources every 5 seconds.

Supply Pad:
Same as the original game, with a little twist.
Upgrades:
Heavy supply pad-an extra supply pad like in the original game.
Drill ground-produces an extra 10 resources, like an oil drill-requires the solar powered upgrade to purchase.

Main Base:
Like the original but tweaked a little.

  1. Mongooses are located here, replacing the Warthog to stop rushing. Slightly weaker than a Warthog and to be used as a scouting unit. Upgrades:
    Metal Grid-Mongoose is able to ram enemies.
    Backup-a marine on the back of the mongoose for combat.
    Rocket Launcher-the marine is armed with a rocket launcher.

Base lock-now able to choose whether to lock infantry, vehicles, air, of support, or all together.

Covenant:
Hall:
Infantry:

  1. Grunts: same upgrades and special ability as the first game.
  2. Jackals: same upgrades as the first game, but more focused on sniping.
  3. Skirmishers: quick running unit pair without the jackal shield.
    Upgrades:
    Light step-quicker running speed.
    Needle rifle-skirmishers now armed with needle rifles.
    Evade-skirmishers now dodge explosives and bullets more easily.

Special:

  1. Elite honour guard: same upgrades as the first game.
  2. Suicide grunts: same upgrades as the first game.
  3. Drones: three flying drones that act like air units, but have infantry properties.
    Upgrades:
    Needler-drones now armed with needlers.
    Armoured shell-drones can take more damage.
    Agility-drones fly quicker and can dodge projectiles easier.

Heavy Infantry:

  1. Hunters-same upgrades as the first game.
  2. Jump pack brute pair-same upgrades as the first game.
  3. Jet pack elite pair
    Upgrades:
    Duel wield-Elites now have two plasma rifles.
    Blessed jetpack-Elites have full flight capability.
    Overheat-Unlocks the overheat ability
    Special Ability: Overheat-Elites fire the plasma rifle until it overheats in stead of burst shots, causing much more damage, but with a cool down until the rifles an be used again.

Factory:
Transport:

  1. Spectre: from Halo 2 with a mounted plasma cannon.
    Upgrades:
    Gravity Boost-able to ram units for extra damage.
    Plasma fusion-increased damage and rate of fire from the turret.
    Riflemen-two elites in the passenger seats on either side of the spectre, armed with carbines.
    Special Ability: Gravity Boost-ram units for extra damage.
  2. Brute Prowler: from Halo 3 a slower, less armoured vehicle that does more damage than the spectre
    Upgrades:
    Bulldozer-able to ram units for more damage.
    Oiled gears-quicker aiming and rotation for the turret
    Hairy Bikers-two brutes sat in the passenger seats on either side of the prowler, armed with needle rifles.
    Special Ability: Bulldozer-ram units for extra damage.
  3. Shadow: from Halo 2, troop transport with shade turret. Troops can get in and out of the vehicle to be transported quicker. Armour is similar to an Elephant’s.
    Upgrades:
    Armour of the Forerunners-extra armour for more health.
    Cargo bay**-**allows up to 4 squads of infantry to be transported without taking damage.
    Speed up-shade turret fires quicker and Shadow gains a speed boost ability.
    Special Ability: Speed-speed boost for the shadow.

Heavy Vehicles:

  1. Wraith: same upgrades and special ability as the first game.
  2. Anti-air Wraith: more damage to air craft, but less damage to ground vehicles.
    Upgrades:
    Tracking beam-fuel rods now lock onto aircraft.
    Radiation explosion-when vehicles get destroyed by more than three hits from the fuel rods, they explode causing splash damage.
    Energy shield-an energy shield to protect the wraith from incoming fire.
  3. Locust: same upgrades as the first game.

Scouts:

  1. Ghost: same upgrades as the first game.
  2. Brute chopper: same upgrades as the first game.
  3. Revenant: from Halo Reach, a wraith/ghost hybrid.
    Upgrades:
    Demon on antigravity-ability to ram units for extra damage.
    Burning shot-the plasma burns the ground for a few seconds causing additional damage.
    Shotgun!-a side passenger armed with a beam rifle.

Summit:
Dropships:

  1. Phantom: Big and armoured, the perfect counterpart for the Vulture.
    Upgrades:
    Plasma turrets-two grunts arming plasma turrets on either side of the Phantom.
    Impenetrable alloy-Extra armour on the dropship.
    Concussion-the three under mounted plasma turrets upgraded to concussion rifle turrets.
    Special Ability: Camo-the Phantom goes invisible to the enemy for 10 seconds (if being shot it cancels it out).
  2. Spirit: less powerful than the Phantom, but quicker and can transport troops.
    Upgrades:
    Plasma cannon-Spirit gains an under mounted plasma cannon.
    Both chambers-6 squads of infantry can now be transported instead of 4.
    Concussion-the under mounted plasma turret upgraded to a concussion rifle turret.
    Special Ability: Able to pick up and drop off troops.

Banshee: same upgrades and special ability as the first game.
Vampire: same upgrades and special ability as the first game.

Support Post:

  1. Shade Turret: Place able turrets to put on the map
    Upgrades:
    Large turret-two barrels to shoot and deal more damage.
    Plasma detonators-plasma sticks to the enemy and explodes causing area of effect damage.
    Shielding-the shade gains shielding that deflects incoming fire.
  2. Plasma Mine: Place on the map, hidden from enemy view underground (without an upgrade, see below) explode on enemy contact.
    Upgrades:
    Explode- Mines have a more powerful blast.
    Cluster mines-mines explode three times.
    Plasma trail-mines leave plasma after exploding for a few seconds, damaging anything with in it.
  3. Engineer: upgrades same as first game.
    Special Ability: Hacker: When near technology (grav lifts, light bridges, forerunner artefacts) it can disable them for a short time.

Shield Generator:
Upgrades:
Righteous Shield-adds another half strength to the shield.

Warehouse:
Upgrades:
Blessed warehouse-like in the first game
Energy Core-produces more supplies, requires three technologies to build.

Temple:
The same upgrades as the fist game, including leader specific powers, but with these two extra upgrades.

  1. Vision of the forerunners: can see enemy mines and can now be destroyed.
  2. Accuracy of the gods: Units are much more accurate and the area you can see on the map around the units is increased.

Main Base:

  1. Scarab
    Upgrades:
    Super scarab-extremely powerful but requires 15,000 resources to buy.

Base lock-now able to choose whether to lock infantry, vehicles, air, of support, or all together.

Ground Combat Notes:

  1. You can’t earn points from destroying mines, this is to stop boosting.

Space Combat:
I feel that Halo Wars 2 should have space environments, using the space craft featured in all the Halo games. Space combat would be the exact same as ground combat-with the exception that all units would operate at the same “level coordinates” and height to make it equal. The objectives would differ from elimination to capturing a ship, and you would spawn units from numerous hangers on the frigates and covenant ships (multiplayer).

UNSC:
Hangers:

  1. Shortsword/Longsword: Quick and agile, and can have bombing runs on selected big targets.
    Upgrades:
    Bigger guns-the turrets on the Shortsword are now a lot better.
    Afterburners-the Shortsword is now more agile and can turn around and aim with ease.
    Longsword-upgrades the Shortsword to a Longsword, increasing hitpoints and damage.
    Special Ability: Carpet bomb-a bombing run on a selected big target.
  2. Sabre: Small and hard to hit, but they still hurt when in numbers.
    Upgrades:
    Missiles-A volley of missiles become its special ability.
    Zero-gee encasing-additional armour to surround the Sabre.
    Fiery Death-Sabres sacrifice themselves when destroyed, damaging anything they hit.
    Special Ability: Missile salvo-a volley of missiles similar to the Vulture is launched at a selected target.
  3. Pelican: Big and noticeable, but can be loaded with troops to deploy inside the enemy ship, and destroy reactors and such. The Pelican is also able to gather supplies from space. From asteroids and debris floating in the vacuum, but it has to return to the main ship to get the supplies.
    Upgrades:
    Troop bay-up to 8 squads of marines can be loaded onto one Pelican.
    We’re going in hot!-The Pelican’s speed is increased significantly.
    Lock on missiles-a launcher of rockets are now located underneath each wing, these missiles lock onto enemies.

Barracks:
It would have the same units in it as on ground battles, minus the mortar team. The troops would only be useful for either boarding parties to sabotage enemy ships, or for defending your own ship. The boarding parties would need to be transported by the Pelican, and when it lands in the enemy ship the troops would deploy.

Supply Pad:
This would work slightly different as well. You would get a set amount of resources per few seconds. You upgrade the income the main ship produces in the research bay (the space field armoury).

Reactor:
This is the reactor on the main ship. It powers everything. If it is destroyed then the player has lost. You can upgrade it to four ground reactors worth of power-the higher the upgrade the more defence it has as well. If can be fixed by buildable Cyclops, and needs to be defended at all costs. It can only be accessed from inside the ship.

Research Bay:
The Research Bay is where you get all the upgrades.
Upgrades:

  1. Renewable energy-prices for units are 10% less.

  2. Solar Powered-Solar panels are placed onto the outside of the ship, increases the rate of supplies.

  3. Atomic understanding-supplies can be used for different things, and makes them last longer, more supplies are gained with each collection and units are 10% off again.

  4. Mac v.1.-more damage from each Mac round.

  5. Mac v.2.-even more damage from each Mac round.

  6. Mac v.3.-the highest possible damage from each Mac round.

  7. Mac capacity v.1.-two Mac rounds for each magazine.

  8. Mac capacity v.2.-three Mac rounds for each magazine.

  9. Mac capacity v.3.-four Mac rounds for each magazine.

  10. Reinforcements-plus 10 to the unit population.

  11. Reserves-units train a lot faster.

  12. Adrenaline-troops have increased speed.

  13. Medium turret.

  14. Large turret.

Support Bay:
The support Bay is where all things to support the player are located.

  1. Turrets: Place able turrets to put inside the ship to defend against boarding parties.
  2. Mines: Mines that float in space and detonate when an enemy touches them.
  3. Cyclops: These repair anything damaged inside the ship, and can be put on a Pelican with boarding parties to help destroy the enemy ship.

Main Ship:
Ship lock: The ship and keep all space units inside the ship, infantry stay in the ship anyway unless inside a Pelican.
Turrets: these buildable turrets are on the outer hull of the ship, in set locations. It can be upgraded in the Research Bay.

Mac-Cannon:
This cannon is the leader power for all human players, and can be upgraded in the Research Bay. It can be aimed at desired targets to destroy them, and can even destroy the Covenant ship-but it takes 50 shots to do so.

Covenant:
Hangers:

  1. Space Banshee: Quick and agile, but not heavily armoured, these are the main craft you will see.
    Upgrades:
    Propulsion Pod-A boost added to make quick work of the battlefield.
    Banshee Bomb-used when attacking the enemy ship or slow moving targets.
    Sacrifice-Blows up when destroyed, aiming at the enemy’s units.
    Special Ability: Boost-used quickly to get across the vacuum of space.
  2. Seraph: A good balance between speed and power, this is the best counterpart to the Shortsword.
    Upgrades:
    Propulsion Pod-the same as the Banshee, a boost to quickly move around.
    Thick Plasma-Shots do slightly more damage to everything.
    Shielding-The Seraph now has a shield surrounding its self.
    Special Ability: Lock on plasma-shots lock onto enemies for a short while.
  3. Phantom: The Covenant version of the Pelican, serving as a heavy space craft, and a troop transport for boarding parties of the enemy ship. It can also collect supplies form debris and asteroids, but it has to return to the ship to collect the resources. It has 3 upgraded concussion turrets already.
    Upgrades:
    Forerunners capacity-up to 8 squads can be loaded onto the Phantom.
    Godly Speed-The Phantom’s speed is increased.
    Devine shield-The Phantom has a shield surrounding its self.
    Special Ability: Camo-the Phantom goes invisible to the enemy for 10 seconds (if being shot it cancels it out).

Hall:
The same units would be able to buy as on ground, to help defend the ship, and enter Phantoms to sabotage the enemy ship.

Warehouse:
This would work just like the human supply pad. You would get a set amount of resources per few seconds. You upgrade the income the main ship produces in the Temple.

Temple:
This is the reactor and the upgrades building for the covenant. If it is destroyed then the game is over, and the Covenant player has lost. It can have more defence the higher you upgrade the technology in the temple, up to a maximum of 3 technology.
Upgrades:

  1. Mechanical restructure: Increases the rate supplies get taken in.

  2. Dark Matter conversion: The outside of the ship goes a darker shade of colour, as Dark Matter is transferred into supplies.

  3. Full Power: More supplies are collected every time the warehouse makes supplies.

  4. Plasma bolt v.1.-more damage from each mega turret round.

  5. Plasma bolt v.2.-even more damage from each mega turret round.

  6. Plasma bolt v.3.-the highest possible damage from each mega turret round.

  7. Plasma capacity v.1.-two Plasma Bolts for each magazine.

  8. Plasma capacity v.2.-three Plasma Bolts for each magazine.

  9. Plasma capacity v.3.-four Plasma Bolts for each magazine.

  10. Followers: Ten population added to the maximum population.

  11. Speed of the Prophets: Unit train times are a lot faster.

  12. Medium Turret.

  13. Large Turret.

  14. Shielding: A shield surrounds the ship, and it recharges if damage to it is stopped for a few minutes.

Support Post:
1. Shade Turret: Place able Shades to put inside the Hanger Bays to defend against boarding parties, maximum of four turrets at any time.
2. Plasma Mines: Place able mines to put in space, they explode upon enemy contact.
3. Engineers: They repair anything damaged inside the ship, and heal allied units.

Main Ship:
Ship lock: The ship and keep all space units inside the ship, infantry stay in the ship anyway unless inside a Phantom.
Turrets-these buildable turrets are on the outer hull of the ship, in set locations. It can be upgraded in the Temple.

Mega Cannon:
It is the leader power for all Covenant players and is identical to the human Mac-Cannon is which it can be fired at the desired targets and can be upgraded in the temple. It can destroy the main enemy ships, but takes 50 shots to do so.

Space Combat Notes:

  1. The battlefield zooms in and out when in space and in the hangers, to make it easier to see.
  2. There is only one building of each type, and these are already built, however you still need to buy all the upgrades and get the required technology to do everything.
  3. All the buildings are in the hanger, as the hanger is really big-this is to prevent it getting too complicated and troops getting stuck when trying to destroy them.
  4. You don’t get points for destroying mines in space, this is to prevent boosting.
  5. If you destroy a Pelican or Phantom with troops in it, all those troops are killed as well.
  6. You can enter the hangers from 2 entrances, one on either side of the ship.
  7. You can actually destroy the main ships without sabotaging the reactors inside, though it is extremely difficult to do so.
  8. Jet pack elites for the Covenant side CAN actually fight in the vacuum of space, but this is unwise as they will be cut down by ships.

Campaign:
I believe that there should be two separate campaigns, a Covenant campaign and the human campaign. You would unlock the Covenant campaign after completing the human one and would involve trying to wipe out humanity and destroying all heretics. Obviously if you take the ideas seriously then the campaign would be completely up to you, but here are some ideas for each campaign.

UNSC Campaign:
Level 1-Search and destroy
This level would begin with the ending words spoken by Serina at the end of Halo Wars
“Captain. Wake up. Something has happened,”
She would then get the Captain out of cryostasis and also awaken the Spartan red team. The three Spartans would then meet up on the bridge with the Captain and Serina, and she would explain that some marines that went into cryostasis had been infected with the flood from the shield world, and have now broken out of the pods and infected others. She then sends the Spartans on a search and destroy mission, they have to kill every flood to complete the level, and then Cyclops would need to be trained to fix any damages to the ship.This mission would be set on the inside of the Spirit of Fire and every so often you would randomly get squads of flamethrowers to help destroy the flood. If all the Spartans get downed then the mission is failed.

Level 2-Unchartered:
This picks up right after the first mission. Serina reports that an object is coming into view, a planet sized object that hasn’t been chartered anywhere. On closer inspection they see UNSC ships in orbit, and pretty soon they get a com from a Insurrectionist leader, who happens to be very happy to see a UNSC ship that can’t escape. Everyone on the bridge realize that these people aren’t friendly and respond that they are not giving up the ship and that they need to get back to Earth with highly valuable information (the flood, shield world). The leader then states that they aren’t going to let them leave, and that they will open fire if the Spirit of Fire attempts anything. Captain Cutter decides to attack them as they won’t help them, and this resorts in retaliation from the main ship in orbit-the same ship the Insurrectionist leader is on.

The mission is the first mission set in space, and the Spirit of Fire only has access to Shortswords and Pelicans. The objective is simple-board the Rebel ship and make it useless by destroying its reactors, and then taking the leader hostage. The Spartans would have to go in a Pelican to board the ship, and use Shortswords as escorts. More units can board the ship but more Pelicans would be needed. When the two objectives are complete the mission ends.

The level ends in a cut scene showing the Rebel leader being held hostage by the Spartans on the Spirit of Fire. The Rebel leader reluctantly agrees to give the Spirit of Fire a new Slipspace drive after the original drive was used to blow up the planet in Halo wars 1.

I haven’t thought out any other levels but here is the basic idea for the campaign:
A few days later the Slipspace drive is attached, and the Spirit of Fire now has access to every unit in the game thanks to the Insurrectionists. Just before the Spirit of Fire leaves the planet Covenant cruisers come out of Slipspace and immediately deploy troops to the surface of the planet. The Insurrectionists ask for help and the Captain agrees and sends down the Spartans for a ground battle. When all Covenant in the area are killed and the bases are destroyed the Innies double Cross Captain Cutter and ambush the units in a surprise attack. After defeating the Innies Captain Cutter gets the Spartans back on the Spirit of Fire just as reinforcements from the Covenant show up. The Captain knows when an army is too big to fight and makes a random Slipspace jump just as they see the Covenant ships glass the planet.

The next areas would be coming across more planets and Covenant showing up and more Innies and things like that, and at some point due to a Slipspace Drive malfunction (perhaps right after battling Mercy’s troops again) the Spirit of Fire has time travelled into the future, to a point after the Halo Wars timeline says that it is of all hands. The rest of the game would be about how the Spirit of Fire makes it back to earth, and gets sent to Delta Halo after In Amber Clad. There could be more battles in space (against High Charity?) more battles on the Delta Halo (Flood and Sentinals!) a final battle with Mercy (he’s very mad that the Spirit of Fire’s still around) before he goes on the Halo and is killed by the Chief (awesome Chief cutscene anyone?) later you maybe team up with elites as they’re with the humans after during Halo 3 and help with battles in space around the Ark and ground Battles! It could end in theory with the Spirit of Fire escaping back to Earth through the portal and the crew is finally at piece…

Covenant Campaign:
Again, if you take my ideas seriously then you may not want a Covenant Campaign at all, but here is a little idea anyway:This would be set around the time of Halo 2. You would control the Covenant army and the levels would revolve around killing Heretics and wiping out Human planets (campaigns could interconnect where you have to survive on Delta Halo for so long before pulling back from the Spirit’s crew). Later in the game you would have to fight against Brutes and other Covenant that mutiny against you and the other Covenant. There would be space battles against brutes and some missions could even take place on Delta Halo-where you would fight flood and Sentinels, including enforcers! The last mission would maybe take place inside High Charity, where you would have to hold out as long as you can against the flood and rebellious Covenant. There would be no way to win this level, a bit like Lone Wolf on Halo Reach, and it would be purely to survive the longest you can as your Covenant leader knows they can’t stop the flood.

Multiplayer:
This would have the same game play mechanics as the first game, but with all the new units and stuff explained in the first section. There would be four different factions to play as in multiplayer, across many game types, with space and ground battles.

UNSC Leaders:

  1. Captain Cutter:
    The Captain of the Spirit of Fire, he got his crew off of the Shield World in one piece.
    Bonus: Bases start at one higher tech level, Mac cannon, and the ODSTs and the ability to hot drop them. Elephants are available to buy in the vehicle depot-they are no longer a leader specific unit.
    Space Bonus: Reactor is one higher tech level.

2. Jerome-092:
The leader of Spartan Red team in Halo Wars, an excellent soldier, willing to do whatever it takes to win.
Bonus: Supply pads are heavy supply pads-but they still need the third upgrade, Carpet bomb, and the Grizzly tanks. Cyclops’ are available to buy in the Combat support-they are no longer a leader specific unit.
Space Bonus: Supply pad has the highest upgrade.

  1. Professor Anders:
    The brilliant mind behind the destruction of the Shield World, without her plan no one would have survived.
    Bonus: 50% cost reduction and research time in upgrades, cryo bombs, and the Hawk upgrade. Gremlins are available to buy in the Vehicle Depot-they are no longer a leader specific unit.
    Space Bonus: 50% cost reduction and research time for upgrades.

Covenant Leaders:

  1. The Arbiter (Halo 2 and 3):
    A Supreme Commander stripped of his rank and honour. He wants revenge on all those who wronged him.
    Bonus: The Arbiter can be used on the battlefield like in the first game (same upgrades as the Arbiter in the first game), and Warehouses are Blessed Warehouses-but they still need a third upgrade, the base with the temple has a shield on it without the shield generator.
    Space Bonus: Main ship has the shield surrounding it already.

  2. Tartarus (Halo 2):
    A very angry Brute hell bent on reaching the great journey.
    Bonus: Tartarus can be used on the battlefield like the Chieftain in the first game (same upgrades as the Chieftain in the first game), two turrets are already built at the front of the base, unit prices are 25% less.
    Space Bonus: Units cost 25% less.

  3. Prophet of Mercy:
    A hierarch that has a score to settle with the Sprit of fire and it’s crew.
    Bonus: Mercy can be used on the battlefield like he can in the first game (he has the same upgrades as well), troops gain 25% added attack and defence within a certain distance of Mercy (can be stopped with disruption bomb), buildings build 25% faster.
    Space Bonus: two turrets already built on the ship.

Insurrectionist Leaders:

  1. Leader 1:
    The Insurrectionist leader on the unchartered planet Spirit of Fire finds.
    Bonus: Bases start at one higher tech level, 25% reduction in unit costs, Mac cannon.
    Space Bonus: 15% more damage done by units.2.

Leader 2:
Another high ranking Insurrectionist encountered by the Spirit of Fire.
Bonus: Supply pads are heavy supply pads-but they still need the third upgrade, two turrets built on the front of the Base, Carpet Bomb.
Space Bonus: All infantry have the first available upgrade.

  1. Leader 3:
    Another high ranking Insurrectionist encountered by the Spirit of Fire.
    Bonus: 15% more damage done by units, Enhanced Reactor is available to buy instead of Reactor, but it is double the price of a normal Reactor, and cryo bomb.
    Space Bonus: A hero unit similar to Sgt Forge can be built in the slot of the Spartans in the Barracks (Insurrectionists don’t have Spartans) and can be used to board the enemy ship in a Pelican. Upgrades make it do a little more damage and make it have stronger defence. One unit at any time.

Heretics:

  1. Heretic Leader (Halo 2):
    This elite fought to make others see that there is no Great Journey-this cost him his life.
    Bonus: The Heretic can be used on the battlefield (upgrades include jetpack, more damage from the plasma rifles, a shield surrounding him to deflect damage) (leader power is two holo drones appear and fight by his side for a short while, then disappear and it needs to recharge-Upgrades include increased damage, quicker recharge, longer duration) Heretic units do 15% more damage, Warehouses are now Blessed warehouses.
    Space Bonus: The Leader can be used in space through the use of the vacuum suit.

Leader Notes:

  1. The Insurrectionists have the same technology as the UNSC, minus the super units and Spartans.
  2. The Insurrectionists have the same units as the UNSC, but with different skins and designs.
  3. Heretics also have the same technology as the Covenant.
  4. Heretic units are the same as the Covenant units, but with different skins and designs.
  5. I can’t think of any more leaders for the heretics for now, and I haven’t named the Insurrectionist leaders as I don’t know if they will be included if the game is made.

Multiplayer Game Types:
All the original game types would be in along with some new additions**.**
**1. Free For All-**every man for himself, each person starts in a different corner of the map.
**2. Territories-**capture the territories and earn points for doing so, when you reach the limit the game is over-territories can be recaptured.
**3. King of the Hill-**earn points for controlling the hill, the hill moves at regular intervals, when you hit the limit the game is over.
**4. Firefight-**Last as long as you can against increasing numbers of A.I. enemies. The longer you survive the higher the difficulty gets and more skulls activate-compete for the longest survival time!

All the new game types would support both teams and FFA. You would be able to vote for the map you played on, in the particular playlist. There would be a variety of maps ranging from flood infested ones, forerunner maps, human, covenant, and space type maps, all with something unique in each one. There would also be a ranked and casual playlist, guests can play on the casual, and ranked is for the pros. Leader boards would show everything, as well as a service record showing: matches won/lost and ratio, units killed/lost and ratio, building destroyed/lost and ratio, most common used unit down to the least common unit, total supplies gathered across all the games, and many other things.

There should be many more things in the multiplayer maps as well-small pieces of destructible environment, and there should be abandoned buildings on some maps that you can garrison units inside, but if the building is destroyed it can’t be used again that game. There should be crashed vehicles that you can put units in (such as a warthog with a working turret that units can use), and even civilian vehicles that can only gather supplies (Spade, Truck) that are randomly on the map and you need an infantry unit to capture.

Forge and Fileshare:
A complete random idea, I don’t even know if it would be possible, but the ability to forge your own Halo Wars 2 maps would be the icing on the cake! For land it would be a complete map editor, you can do almost anything inside the map boundaries, and space maps should be able to do this too! There would be a Fileshare used totally for maps, and it would say the recommended game types to play on it!

Additional Notes:

  1. Veterancy stars should be increased to a maximum of 5 stars all units.
  2. You should be able to play two player on one console (hence the casual playlist).
  3. There should be animals and creatures inhabiting the ground maps, like the ones cut from the first game.
  4. If custom gametypes would be possible to integrate into the system then go for it!
  5. Should be double experience weekends once a month.

Thank you for your time reading this,
I hope you may think about some of the ideas for a possible sequel,
Halo Wars is an amazing game and it deserves to carry on!

GT: Sgt Jackson CC

I hope you can read all that, i spent an hour and a half editing it

I hope you read it! Please pass it around 343 Industries!

What do you people think? any improvements? all of this was my own thinking and brain with influences from many places.

good ideas buti think it will be too much for the game?

That is… well, frankly, more than I’m willing to read, and I doubt anyone who could actually influence Halo Wars 2 would read it (standard liability practice), but I will post to say that if anyone from 343 reads this post, pass along that there are some of us who really want a sequel to happen.

Best idea ever: put it on PC

I have to say Halo Wars worked surprisingly well and the controls impressed me, but RTS games were just meant to be on a PC.

I looked through the post, and you have some good ideas. However, my ideas are a bit different, and i will post them today in this forum.

> good ideas buti think it will be too much for the game?

Don’t worry about that man as technology keeps getting better and better with every day. If they run out of space; which I highly doubt, they could simply put it on the second disk or on how many disks that are necessary. I honestly thought there should have been a wee more content on the first Halo Wars. :wink: Also via storyline it would be quite interesting.

I like a lot of your ideas Sgt Jackson CC. Though the one on the first mission I don’t think would do as they would have made sure nothing else was on board and Serina would of had plenty of time to get rid of them too. Judging also from a few entries on the timeline that Captain Cutter and others were not in cryostasis giving them time to repair and clean up anything. I think it would be better if it started with the insurrectionist mission first though with them finding the planet and sending a scout team down and do reconnaissance around the planet and surrounding space. Having the insurrectionist ships either on the planet and launch from there or having them hiding in surrounding behind several moons with electromagnetic interference from the planet and moons due to metals on each. That way it gives maybe a quick refresher and allow new players to get acquainted. Then an ambush occurs and the stuff you said occurs. What do you think of that Sgt Jackson CC?

Oh I forgot to say though that I think maybe that space strategy should have more than one ship for each faction as Spirit of Fire is supposed to be getting closer humanity’s space. Thus I think it would be possible to allow the calling of other ships to aid in battle. Though the Spirit would be on her own for a while. Oh about the ships, they would not have one huge hangar going through the ship. It would be there own sections that would allow hatches to be closed in emergencies and allow more than two areas to launch from. Though smaller ships would probably have one if their is not enough room.

wow nice post im not a big fan of the spave combat and why are scarabs 15,000 resources
and as the covenant i think you should be able to build those jackal towers.

china called they want there wall back. there are some good ideas but i think well find out more about the sof in halo 4.

Your ideas sound pretty awesome! But, how does a phantom equal a vulture?

Some of those ideas were awesome! And I think would definitely benefit the game. (Eg Troop transports, Phantoms/Spirits, Mongooses replacing Warthogs as Scout vehicles etc.)

Space battles, while sounding great on paper, I think may turn out to be a little too much, as is Forge…

Heretics/Innies - Good idea, almost like stripped down versions of the Covies/UNSC (made as added challenge for the hardcore players?)

Overall, some pretty sweet and well thought out ideas, although some of it was probably a little much, IMO. Even so, hope someone of importance see’s some of these.

very nice post… I read most of it…IMO I think that having more units makes the gamplay more variable rather than just having a few units that everyone knows how to fight…an example would be like if you had a whole team of covenant u could just have wolverines to combat there air units and then they would build hunters but with more variations they wouldnt know exactly what to build making the gameplay more interesting and needing more strategy.

Instead of the grunt deacon in the grunt squad a grunt specialist with a plasma launcher or fuel rod gun.

Needler Elites like in campaign.

  1. Give the elites sticky grenades or something.
  2. Give them duel Needler (or plasma rifle)
  3. Give them an personal energy shield to inflict some incoming damage.

Skip also the vampire, a anti-air wraith would be better to destroy aircrafts.
Skip the vulture and bring the pelican in.

Give the ability to make three Elite generals with fuel rod or three brute chieftains with hammers just like the spartans in halo wars but now also for covenant forces.

RaptorVerhoeven