Firefight improvment

I was thinking about ways how firefight can be improved. tell me your ideas and the best 5 ideas will be listed here.

Bigger boss battles.

> Bigger boss battles.

You mean for example a giant flood creature or a giant mech?

> > Bigger boss battles.
>
> You mean for example a giant flood creature or a giant mech?

I do indeed. I just thought there wasn’t much of a wow factor from the brute and elite bosses in Halo ODST and Reach. To be honest they just didn’t feel or look like bosses.

What firefight could use is a LIMITED forge variant. Allowing the player to only control the placements of Vehicles, Ammo, Explosives, turrets, possible small barries, weapon drop zones. That way it is still firefight, with the player choosing where to place the stuff, and no big base building.

> What firefight could use is a LIMITED forge variant. Allowing the player to only control the placements of Vehicles, Ammo, Explosives, turrets, possible small barries, weapon drop zones. That way it is still firefight, with the player choosing where to place the stuff.

i dont know if that will work but good idea.

what about we can actually do something with the points we collect for for example: Turrets, vehicles or maybe infantry’s.

We need to bring back a more ODST style firefight, in which there is limited ammo, established weapons picks ups (not weapon drops like Reach). We need to bring back set-specific skulls, and think about adding an economy system not dissimilar from what Horde 2.0 did.

Still, Firefight must move forward and improve upon the customization that Reach introduced. Big of a fan as I am of traditional firefight, I love customization, and customization is everything. Take what Reach introduced (and I do mean everything, including loadouts) and build on that. Allow use to turn on and off the a fore proposed economy system for a more traditional firefight.

We also need firefight forge. A lot of people, myself included, would love to be able to make custom FF maps.

Finally, I think we need a Firefight leaderboard like ODST had. This could be tracked through a “Firefight Unlimited” playlist in matchmaking, and would only feature the default form(s) of Firefight that actually focus on survival.

So, those are my notes on the matter.

> We need to bring back a more ODST style firefight, in which there is limited ammo, established weapons picks ups (not weapon drops like Reach). We need to bring back set-specific skulls, and think about adding an economy system not dissimilar from what Horde 2.0 did.
>
> Still, Firefight must move forward and improve upon the customization that Reach introduced. Big of a fan as I am of traditional firefight, I love customization, and customization is everything. Take what Reach introduced (and I do mean everything, including loadouts) and build on that. Allow use to turn on and off the a fore proposed economy system for a more traditional firefight.
>
> We also need firefight forge. A lot of people, myself included, would love to be able to make custom FF maps.
>
> Finally, I think we need a Firefight leaderboard like ODST had. This could be tracked through a “Firefight Unlimited” playlist in matchmaking, and would only feature the default form(s) of Firefight that actually focus on survival.
>
> So, those are my notes on the matter.

but you do realise that forge firefight couldnt work because of technical reason’s and not because 343i didnt want to add it?

Make it challenging, but at the same time fun. You shouldn’t be able to roam around the map killing everything without too much hassle, ammo stations should have limited ammo, and should be placed around the map so you have to keep moving. Health packs should be in Firefight (but not in multiplayer) and also spaced around the map. Enemies should not know where you are by default. In Reach, even if you had camo they would run straight for you. They need to patrol/Seek when they don’t know where you are.

Honestly a lot of it comes down to how well the AI are programmed, they shouldn’t be unstoppable forces of nature who take 3 clips to kill but act like a total idiot, they should be smart, and behave how a person would in that situation. If they have low shields, they should fall back, they should try and flank you, or set up an ambush. Things to throw the player off guard.

That’s all I can think of right now.

> > We need to bring back a more ODST style firefight, in which there is limited ammo, established weapons picks ups (not weapon drops like Reach). We need to bring back set-specific skulls, and think about adding an economy system not dissimilar from what Horde 2.0 did.
> >
> > Still, Firefight must move forward and improve upon the customization that Reach introduced. Big of a fan as I am of traditional firefight, I love customization, and customization is everything. Take what Reach introduced (and I do mean everything, including loadouts) and build on that. Allow use to turn on and off the a fore proposed economy system for a more traditional firefight.
> >
> > We also need firefight forge. A lot of people, myself included, would love to be able to make custom FF maps.
> >
> > Finally, I think we need a Firefight leaderboard like ODST had. This could be tracked through a “Firefight Unlimited” playlist in matchmaking, and would only feature the default form(s) of Firefight that actually focus on survival.
> >
> > So, those are my notes on the matter.
>
> but you do realise that forge firefight couldnt work because of technical reason’s and not because 343i didnt want to add it?

I see no reason why FF forge couldn’t work.

> > > We need to bring back a more ODST style firefight, in which there is limited ammo, established weapons picks ups (not weapon drops like Reach). We need to bring back set-specific skulls, and think about adding an economy system not dissimilar from what Horde 2.0 did.
> > >
> > > Still, Firefight must move forward and improve upon the customization that Reach introduced. Big of a fan as I am of traditional firefight, I love customization, and customization is everything. Take what Reach introduced (and I do mean everything, including loadouts) and build on that. Allow use to turn on and off the a fore proposed economy system for a more traditional firefight.
> > >
> > > We also need firefight forge. A lot of people, myself included, would love to be able to make custom FF maps.
> > >
> > > Finally, I think we need a Firefight leaderboard like ODST had. This could be tracked through a “Firefight Unlimited” playlist in matchmaking, and would only feature the default form(s) of Firefight that actually focus on survival.
> > >
> > > So, those are my notes on the matter.
> >
> > but you do realise that forge firefight couldnt work because of technical reason’s and not because 343i didnt want to add it?
>
> I see no reason why FF forge couldn’t work.

They have to programm the AI so that they will react to the objects and walls in the map so they dont run in the wall.

> Make it challenging, but at the same time fun. You shouldn’t be able to roam around the map killing everything without too much hassle, ammo stations should have limited ammo, and should be placed around the map so you have to keep moving. Health packs should be in Firefight (but not in multiplayer) and also spaced around the map. Enemies should not know where you are by default. In Reach, even if you had camo they would run straight for you. They need to patrol/Seek when they don’t know where you are.
>
> Honestly a lot of it comes down to how well the AI are programmed, they shouldn’t be unstoppable forces of nature who take 3 clips to kill but act like a total idiot, they should be smart, and behave how a person would in that situation. If they have low shields, they should fall back, they should try and flank you, or set up an ambush. Things to throw the player off guard.
>
> That’s all I can think of right now.

any new features maybe?

> > > We need to bring back a more ODST style firefight, in which there is limited ammo, established weapons picks ups (not weapon drops like Reach). We need to bring back set-specific skulls, and think about adding an economy system not dissimilar from what Horde 2.0 did.
> > >
> > > Still, Firefight must move forward and improve upon the customization that Reach introduced. Big of a fan as I am of traditional firefight, I love customization, and customization is everything. Take what Reach introduced (and I do mean everything, including loadouts) and build on that. Allow use to turn on and off the a fore proposed economy system for a more traditional firefight.
> > >
> > > We also need firefight forge. A lot of people, myself included, would love to be able to make custom FF maps.
> > >
> > > Finally, I think we need a Firefight leaderboard like ODST had. This could be tracked through a “Firefight Unlimited” playlist in matchmaking, and would only feature the default form(s) of Firefight that actually focus on survival.
> > >
> > > So, those are my notes on the matter.
> >
> > but you do realise that forge firefight couldnt work because of technical reason’s and not because 343i didnt want to add it?
>
> I see no reason why FF forge couldn’t work.

The AI wouldn’t recognise that what you placed in forge was even there. And would either run into it until it’s moved, or stare at it perplexed for 5 hours.

> > > > We need to bring back a more ODST style firefight, in which there is limited ammo, established weapons picks ups (not weapon drops like Reach). We need to bring back set-specific skulls, and think about adding an economy system not dissimilar from what Horde 2.0 did.
> > > >
> > > > Still, Firefight must move forward and improve upon the customization that Reach introduced. Big of a fan as I am of traditional firefight, I love customization, and customization is everything. Take what Reach introduced (and I do mean everything, including loadouts) and build on that. Allow use to turn on and off the a fore proposed economy system for a more traditional firefight.
> > > >
> > > > We also need firefight forge. A lot of people, myself included, would love to be able to make custom FF maps.
> > > >
> > > > Finally, I think we need a Firefight leaderboard like ODST had. This could be tracked through a “Firefight Unlimited” playlist in matchmaking, and would only feature the default form(s) of Firefight that actually focus on survival.
> > > >
> > > > So, those are my notes on the matter.
> > >
> > > but you do realise that forge firefight couldnt work because of technical reason’s and not because 343i didnt want to add it?
> >
> > I see no reason why FF forge couldn’t work.
>
> The AI wouldn’t recognise that you placed in forge was even there. And would either run into it until it’s moved, or stare at it perplexed for 5 hours.

Not if a specific gamemode was created. You assume 343 wouldn’t work to make sure that FF forge would work if it were added, but it could very easily work.

> > Make it challenging, but at the same time fun. You shouldn’t be able to roam around the map killing everything without too much hassle, ammo stations should have limited ammo, and should be placed around the map so you have to keep moving. Health packs should be in Firefight (but not in multiplayer) and also spaced around the map. Enemies should not know where you are by default. In Reach, even if you had camo they would run straight for you. They need to patrol/Seek when they don’t know where you are.
> >
> > Honestly a lot of it comes down to how well the AI are programmed, they shouldn’t be unstoppable forces of nature who take 3 clips to kill but act like a total idiot, they should be smart, and behave how a person would in that situation. If they have low shields, they should fall back, they should try and flank you, or set up an ambush. Things to throw the player off guard.
> >
> > That’s all I can think of right now.
>
> any new features maybe?

Maybe a budget system like Toa mentioned? The weapons would still have designated spawns, but you need a certain amount of money to get them. You could use it for other things, like it could be used to release a flood containment, which would be devistating to your team if used poorly, but if used at the right moment, then they and the covenent/forrunners/whatever would shoot at each other instead of you for the most part.

> > > Make it challenging, but at the same time fun. You shouldn’t be able to roam around the map killing everything without too much hassle, ammo stations should have limited ammo, and should be placed around the map so you have to keep moving. Health packs should be in Firefight (but not in multiplayer) and also spaced around the map. Enemies should not know where you are by default. In Reach, even if you had camo they would run straight for you. They need to patrol/Seek when they don’t know where you are.
> > >
> > > Honestly a lot of it comes down to how well the AI are programmed, they shouldn’t be unstoppable forces of nature who take 3 clips to kill but act like a total idiot, they should be smart, and behave how a person would in that situation. If they have low shields, they should fall back, they should try and flank you, or set up an ambush. Things to throw the player off guard.
> > >
> > > That’s all I can think of right now.
> >
> > any new features maybe?
>
> Maybe a budget system like Toa mentioned? The weapons would still have designated spawns, but you need a certain amount of money to get them. You could use it for other things, like it could be used to release a flood containment, which would be devistating to your team if used poorly, but if used at the right moment, then they and the covenent/forrunners/whatever would shoot at each other instead of you for the most part.

That is actually a good idea. keep i up guys.

Firefight Map:
Those of you that played Call of Duty 2. You know the Hill 400 level. Were you started at the bottom of the hill, and you had make your way up it. There were a couple of small bunkers that had MG-42 emplacements going up the hill. There were also trenches with MG-42 emplacements along the hill. Anyway your major objective was to capture the bunker on top of the hill.

The level after Hill 400 was The Battle for Hill 400. Where you had to defend the bunker from waves of attacking Germans.

So for my map idea it would be something similar. You are leading a small squad of A.I. soldiers about 6. Or it could be human players of the same amount. So if you have 6 human players. You won’t have the A.I. So basically the A.I. would fill in the human player spots. So anyway you would lead this squad up the hill while under fire from the enemy. Your objective is to capture the enemy bunker. Once you capture it that’s when the Firefight starts. You would have to defend it from waves of enemies like a normal Firefight map.


Here are some elements from other games I want to see in it. They can be used for different firefight gametypes, and what not:
ODST Elements:
-Limited lives.
-Survival feeling.
-The only ammo for human weapons are weapon racks.
-Grunt bonus round thing.

Gears 3 Horde Elements:
-Round challenges.
-You have a money system.
-You can find a place to start your base at.
-You can set up barricades.
-You can set up turrets, and auto turret emplacements.
-You can up grade the barricades, and turrets.

-Yoink!- Zombies Elements:
-Have areas where the enemies are spawning from. So you have to repair the barricades.
(Some maps can have something like that.)
-Black OPs has those vending machines that gave you power ups if you bought them.
(That can be for a different Firefight game type.)
-The maps have areas that you have to unlock to get them open. By unlock you have to spend money to unlock them.

I understand and respect the FF Forge Limitations, but I still think it’s the best idea that deserves to be at the top of the list.

I like the boss idea too. Nothing was more epic than facing that Brute Chieftain with no lives and only a little ammo left in ODST.

Finally…

FF Versus. So much wasted potential in this mode. Make it happen, but BETTER.

> Here are some elements from other games I want to see in it. They can be used for different firefight gametypes, and what not:
> ODST Elements:
> -Limited lives.
> -Survival feeling.
> -The only ammo for human weapons are weapon racks.
> -Grunt bonus round thing.
>
> Gears 3 Horde Elements:
> -Round challenges.
> -You have a money system.
> -You can find a place to start your base at.
> -You can set up barricades.
> -You can set up turrets, and auto turret emplacements.
> -You can up grade the barricades, and turrets.
>
> -Yoink!- Zombies Elements:
> -Have areas where the enemies are spawning from. So you have to repair the barricades.
> (Some maps can have something like that.)
> -Black OPs has those vending machines that gave you power ups if you bought them.
> (That can be for a different Firefight game type.)
> -The maps have areas that you have to unlock to get them open. By unlock you have to spend money to unlock them.

Just got to say, s0ome amazing ideas you’ve got there :slight_smile:
I also would love to see some objectives for Firefight, more then just “kill or be killed”, like the challenges in Gears but with a twist. You have to capture a stolen item (flag), plant a bomb or protect an AI or an location for a set period of time, if you succeed you get bonus (cR, ammo, something) and if you fail you get nothing, or might even loose (hardcore objective style).
I would love to see more enemies and AIs that work like a team, back in ODST grunts would attack from far away with nades and/or fuelrod while elites and tougher brutes tried to flank and take different routs to get to you.
Got a Firefight gametype in my fileshare that has more of the ODST feeling when it comes to the AI, try it out and you’ll have fun again, but prepare to die unless you bring friends :wink:
Not bullet sponges, not at all, but many enemies with good senses and great teamplay ^^

One major thing: Less bullet sponges, better AI!
In ODST an enemy died pretty fast even with standard weapons (no need for plasma + pistol all the time), but they came in great numbers, had many different spawns and actually attacked, did not stand still and wait to get shot or spawn-killed like in Reach. They died faster, but sure put up a fight before they died. In Reach the AI is pretty bad, most of the time it just stands still, when it walks it goes the same path all the time, almost never tries to “team up” against you, never charge when close other then elites doing their random 1 hit kill dropkick.
Also, an unlimited time Firefight experience online, with AFK-protection. If a player has not moved for a set period of time (quite long), he gets a warning. When he’s had a certain number of warnings, he gets killed by guardians. I’ve wanted to play ODST style unlimited time firefight with friends and randoms since ODST, but the best Reach can offer is 30 minutes firefight “light”.