Elite Ops: possible inclusion for future DLC

Here is a rundown of what an episode of ElOps would look like, continuing from a post in this thread: https://forums.halowaypoint.com/yaf_postst76405_ELITE-DLC----elite-ops--skins--Sanghelios.aspx

Continuing from Wardragon989’s post:

Episode name: Climbing the Ladder

Silence is Golden
Level Used: Apex (Free SpOps DLC)

The Arbiter stays at the captured ship to target it’s weapons against the Covenant. Your team is dispatched to eliminate the rally-point signal located at Apex. Upon arrival, you find Fireteam Echo under fire. The source seems to be a small group of Elite Zealots, but they are quickly dispatched when you arrive. It seems Echo was due to complete the same mission as you. They move as allies once saved. Upon eliminating the large group of covies at the beacon, and destroying it’s generator, it seems that the mission is over. However, a covie supercarrier flies overhead after Echo leave, and their pelican is destroyed by pursuing phantoms. They leave you alone. The Arbiter radios in to tell you to get back in your phantom and destroy that carrier. The (high levelled) covenant you pass in the area are non-hostile from there.

Cold Fusion
Level Used: Interior of a big carrier similar to the Infinity map.

The team has to fight their way through a horde of enemies. They are initially friendly, but attack upon the sight of you busting open a door with explosives. Three rooms of plasma hell later, you come across weapon and system controls. Interacting with three (well defended) consoles will deactivate weapons, interior defences, and interior power/exterior engines. Eliminating the entire room allows the next door to open. Here is a hangar bay. Several elite generals attack you, and many more are below. However, those below are blown up by a strike through the non-shielded bay doors. A green phantom flies in. A green spirit hovers next to it. Arby, and ten other elites drop from the two ships. “Let’s move elites. We need this place gone.”

Port of Storms
Level used: Same as last
The newly grown team moves through the corridors, and through the living quarters. Naturally, this means several elites will die. Two are scripted to run into a door and smash it. They are then killed by an FRG wielding elite. Three more turns through lengthy corridors, and you come across an atrium. Killing everyone here allows you to grab a CVA ID from a dead General. This opens the door to the engine core. Behind it, an Energy Sword wielding Field Marshal is scripted to kill another of the elites. He is backed up by two of the Incineration Cannon wielding Knight Masters. Accessing the console behind them allows the last part of the mission to progress. You must run to the hangar, killing off stray grunts running through the exploding corridors. Entering the bay ends the mission.

Wreaking Havok
Level Used: Same

The Arbiter accesses the archives through the computer and finds out that some powerful human HAVOK class nuclear missiles are stored in the nearby bay. Retrieving them could help the cause, so of course you do. When you return, you run for the spirit before detonation. Climbing in puts you in control. Any companions operate any of the three turrets.

The following is a subsection of the mission. (Has this as a caption.)

Out of the frying pan…

Dodging your spirit around, you fight to get out of the 25km nuclear meltdown range. You have a timer of 5 minutes. It should take 3:30 to escape on normal, 4:40 on legendary. If the 5 min is hit, you fail the mission. The spirit can only be destroyed by very extensive fire. The phantom gives support. There are several banshees and phantoms to fight on the way. The mission ends with a big cutscene of a big explosion.

Welcome Home
Level Used: Sanghelios, Heretic Capital

You arrive home to find the Heretic Capital in burning in many places. It turns out The Storm occupied 3/4 of the city (Radio Transmission). You arrive at the last fortification of the Heretics to defend it. About 12 heretic elites total can be found here.

It is basically an open plaza similar to the Halo 2 Metropolis open areas. Ghosts can be found here. After killing off three waves of enemies, you are tasked with bringing AA guns online. One problem though. They are in enemy territory. The door opens and when your little fireteam gets through, it closes. There is one either side of a large plaza with a highway over it. Both are heavily populated with storm soldiers. One both are armed, you head back to the door without killing everyone. They lock it. A cutscene ensues. The HAVOK class nuke? You all forgot it. Well, the elites launch it at The Storm’s occupied plaza north of the place you fought in. A large mushroom cloud rises from the area bombed.

End Of Episode

Next Episode will have you dig through the rubble for an artefact. Stay tuned!

So what did you think? Clever? Idiotic? Tell me.

I like the concept of the final mission of the chapter, that would be something. But my opinion remains neutral.

Please post as well as vote.

:slight_smile: thx brahs and gals

Man that is some inspiring post!

Chapter 2 has me hooked for several reasons:

-enemies are initially friendly. Do you realize the glitching/AI collecting potential of this?! :smiley:
-lots of dead Elite Generals. They deserve extinction
-Arby shows up (but he needs a better line)
-more than 5 Elite allies (Uprising was the last time this was scripted)

Keep it up op!

Just wait for 343 to release the game, Halo: Elite or Halo: Sangheili that will include ‘elite ops’ as well =P.