Firefight/Infection REPLACEMENT

http://www.youtube.com/watch?v=xHuwJ9LPPwU

I think it would be cool as an alternative mode to default Firefight. I wouldn’t think it to be a good idea to replace Flood/Infection though because some people like PvP Infection.

@xboxdigger 94

I call this gametype Fortification.

Heres a concept art that fits the idea: Link.

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> I think it would be cool as an alternative mode to default Firefight. I wouldn’t think it to be a good idea to replace Flood/Infection though because some people like PvP Infection.

To me my “Infection upgrade” is just a different variant of Firefight. A variant I personally like better. They are that sufficiently similar I don’t see the point of having them both.

This idea does however add firefight and giving the “surival” game some twists.

*It let’s you customize the map and weaponry, building up your base to fight off the horde.

*You are also surrounded by flood giving you the feeling of that you are really -Yoinked!-.

One of the things I dislike about Firefight is that the maps are so big, they make the feeling of survival less. It’s also very easy which also takes away from the “survival” feeling. In Zombies you are destined to die once, while in firefight you can keep going on for hours with a great team on the hardest difficulty. I also don’t think the words “survival” and “aliens shooting at you until you die” mix very well together. Zombies, flood, big monsters (like in gears) fits the word “survival” a lot better.

Of Firefight/Horde/Zombies I think Firefight is the worst “survival” modes of the three. I also believe that is the experience of many others as I can never get anyone to play firefight for hours (Like Zombie or Horde) if it isn’t for the sake of the achievements.

Having PvP infection would still be a good thing to keep for the sake of giving us more options, but I do however think it would become a pretty dead gametype.

> > I think it would be cool as an alternative mode to default Firefight. I wouldn’t think it to be a good idea to replace Flood/Infection though because some people like PvP Infection.
>
> To me my “Infection upgrade” is just a different variant of Firefight. A variant I personally like better. They are that sufficiently similar I don’t see the point of having them both.
>
> This idea does however add to it.
>
> *It let’s you customize the map and weaponry, building up your base to fight off the horde.
>
> *You are also surrounded by flood giving you the feeling of that you are really -Yoinked!-.
>
>
> One of the things I dislike about Firefight is that the maps are so big, they make the feeling of survival less. It’s also very easy which also takes away from the “survival” feeling. In Zombies you are destined to die once, while in firefight you can keep going on for hours with a great team on the hardest difficulty.
>
> Of Firefight/Horde/Zombies I think Firefight is the worst “survival” modes of the three. I also believe that is the experience of many others as I can never get anyone to play firefight for hours (Like Zombie or Horde) if it isn’t for the sake of the achievements.

Infection is for PvP fans, contrary to popular belief, some people do like being the Zombies because in well designed gametypes it requires stealth and teamwork. With Halo’s derpy, predictable AI, holding out against them isn’t difficult unless they have high health and high-grade PWs. Players can actually think, although sometimes they rarely do, and when they’re Zombies the game can be much better for both parties.

I like the idea of fortifying your base, but again that requires Halo’s AI to be infinitely smarter than they currently are. If you move a fence wall or block off a pathway, they’ll just keep walking into it because they have a pathline going that way.

Big maps aren’t as much of a problem as it was how open the Reach one’s were. Every FF map in Reach had at least one open field, even Corvette which was inside a Covenant ship had one.

Firefight is great in concept and can be expanded upon in many ways that can make it truly exciting and something you could do for hours. Unfortunately, not even ODST’s FF was that enthralling, because it quickly became repetitive.

> @xboxdigger 94
>
> I call this gametype Fortification.
>
> Heres a concept art that fits the idea: Link.
>
> Ѱ

Our gametypes do sound very similar. The ruletset of the game, and other things are different.

I like the idea of being able to add different types of traps onto the map. I would want something like that to be my “Upgraded Firefight” version also.

> > > I think it would be cool as an alternative mode to default Firefight. I wouldn’t think it to be a good idea to replace Flood/Infection though because some people like PvP Infection.
> >
> > To me my “Infection upgrade” is just a different variant of Firefight. A variant I personally like better. They are that sufficiently similar I don’t see the point of having them both.
> >
> > This idea does however add to it.
> >
> > *It let’s you customize the map and weaponry, building up your base to fight off the horde.
> >
> > *You are also surrounded by flood giving you the feeling of that you are really -Yoinked!-.
> >
> >
> > One of the things I dislike about Firefight is that the maps are so big, they make the feeling of survival less. It’s also very easy which also takes away from the “survival” feeling. In Zombies you are destined to die once, while in firefight you can keep going on for hours with a great team on the hardest difficulty.
> >
> > Of Firefight/Horde/Zombies I think Firefight is the worst “survival” modes of the three. I also believe that is the experience of many others as I can never get anyone to play firefight for hours (Like Zombie or Horde) if it isn’t for the sake of the achievements.
>
> Infection is for PvP fans, contrary to popular belief, some people do like being the Zombies because in well designed gametypes it requires stealth and teamwork. With Halo’s derpy, predictable AI, holding out against them isn’t difficult unless they have high health and high-grade PWs. Players can actually think, although sometimes they rarely do, and when they’re Zombies the game can be much better for both parties.
>
> <mark>I like the idea of fortifying your base, but again that requires Halo’s AI to be infinitely smarter than they currently are. If you move a fence wall or block off a pathway, they’ll just keep walking into it because they have a pathline going that way.</mark>
>
> Big maps aren’t as much of a problem as it was how open the Reach one’s were. Every FF map in Reach had at least one open field, even Corvette which was inside a Covenant ship had one.
>
> People tend to enjoy being the infected in ga
>
> Firefight is great in concept and can be expanded upon in many ways that can make it truly exciting and something you could do for hours. Unfortunately, not even ODST’s FF was that enthralling, because it quickly became repetitive.

I feel that firefight is designed wrong from the bottom and up. The maps, the A’l and the ruleset are things that just doesn’t fit a “survival” game. You need monsters, and moments where your heart is beating really hard.

People bought Call of Duty because of -Yoink!- Zombies.

In my gametype I want 3-5 flood NPCS coming in from every off the four gates repitively for 3 minutes. I want the night time to be something to be scared off. When there are just seconds from switching to nighttime I want players to say “Omg, we are gonna, we are gonna die”.

When people play -Yoink!- Zombies they have these moments.

If 343 would be designing this gametype from ground up I don’t think that the A’l not being smart enough is any problem. They are after all, really only going for you.

> I feel that firefight is designed wrong from the bottom and up. The maps, the A’l and the ruleset are things that just doesn’t fit a “survival” game. You need monsters, and moments where your heart is beating really hard.
>
> People bought Call of Duty because of -Yoink!- Zombies.
>
> In my gametype I want 3-5 flood NPCS coming in from every off the four gates repitively for 3 minutes. I want the night time to be something to be scared off. When there are just seconds from switching to nighttime I want players to say “Omg, we are gonna, we are gonna die”.
>
> All I hear in firefight is just … nothing of what you would wanna hear.
>
> If 343 would be designing this gametype from ground up I don’t think that the A’l not being smart enough is any problem. They are after all, really only going for you.

These three threads have plenty of ideas for Firefight as well. I’m not sure how much of it will intrigue you, and some of the posts are thick, but just thought I’d post it.

I don’t know how necessary nightime is, but just a change of atmosphere through fog, progression to another area, and/or a boss can inflict all the same worry.

The AI being smart enough, is unfortunately a problem. Unless they’ve really got behind making them smart, that is creating their own paths or acting like players, we will end up with AI walking into barricaded walls among other things. The Xbox One certainly has the power to make the AI smart, but it all rests in 343i’s programmers to make them not suck for once in a long time.

Yeah you cant have AI and Forge in the same context. Thats why I mentioned Pallets only in my draft. The map layout, geometry, walls and windows would be the same each round.

Ѱ

> Yeah you cant have AI and Forge in the same context. Thats why I mentioned Pallets only in my draft. The map layout, geometry, walls and windows would be the same each round.
>
> Ѱ

As long as there is an open path to the player I pretty sure it is 100% possible. I just think it requires a lot more programming than what is otherwise not needed. I don’t know but I am taking classes in Computer Engineering(Where C++ will be and Java is one my subjects) so I have plenty of people to ask.

I mean, you can find the same concept in tower games.

> > Yeah you cant have AI and Forge in the same context. Thats why I mentioned Pallets only in my draft. The map layout, geometry, walls and windows would be the same each round.
> >
> > Ѱ
>
> As long as there is an open path to the player I pretty sure it is 100% possible. I just think it requires a lot more programming that is otherwise not needed. I don’t know but <mark>I am taking classes in Computer Engineering(Where C++ will be and Java is one my subjects)</mark> so I have plenty of people to ask.
>
> I mean, you can find the same concept in tower games.
>
> http://rescro.net/games/images/desktoptowerdefense.jpg

You may have some use for this info.

Ѱ

> > Yeah you cant have AI and Forge in the same context. Thats why I mentioned Pallets only in my draft. The map layout, geometry, walls and windows would be the same each round.
> >
> > Ѱ
>
> As long as there is an open path to the player I pretty sure it is 100% possible. I just think it requires a lot more programming than is otherwise not needed. I don’t know but I am taking classes in Computer Engineering(Where C++ will be and Java is one my subjects) so I have plenty of people to ask.
>
> I mean, you can find the same concept in tower games.
>
> http://rescro.net/games/images/desktoptowerdefense.jpg

Yeah, AI can find their own path to you if programmed to do so. However, that’s not how Halo’s AI are, and even when they are programmed to find their own path, it’s not always pretty how they do it.

Overhauling the AI in Halo is much needed anyway. The hivemind enemies that know your exact location after a single enemy dies or spots you is cheap and annoying. Telepathic Wraiths that know your location and can hit you from across the map before they even see you also got annoying in Reach. It’d also be nice if they didn’t stand still while you shot them. Although maybe CE’s AI were just magically better and my expectations for the Marines’ ability to drive or take cover is too high.

Stopped when I saw NPCs.

Infection may be flawed but making an Infection themed Firefight is worse than bad Infection gametypes.

I hear the word “Firefight” and the first thing that pops into my head is pulling the trigger on my Sniper Rifle and having to wait two seconds for the shot to actually go of. And for the Elite to move to the side and the bullet to miss completely.

Until they do something to address the input lag that results from having multiple people interacting with AI opponents, any Firefight ideas need to be shelved.

> Stopped when I saw NPCs.
>
> Infection may be flawed but making an Infection themed Firefight is worse than bad Infection gametypes.
>
> I hear the word “Firefight” and the first thing that pops into my head is pulling the trigger on my Sniper Rifle and having to wait two seconds for the shot to actually go of. And for the Elite to move to the side and the bullet to miss completely.
>
> Until they do something to address the input lag that results from having multiple people interacting with AI opponents, any Firefight ideas need to be shelved.

I am pretty sure none of the lagg you are speaking off will happen as we have dedicated servers. I recall no lagg in MMORPGS with collision detection.

> Stopped when I saw NPCs.
>
> Infection may be flawed but making an Infection themed Firefight is worse than bad Infection gametypes.
>
> I hear the word “Firefight” and the first thing that pops into my head is pulling the trigger on my Sniper Rifle and having to wait two seconds for the shot to actually go of. And for the Elite to move to the side and the bullet to miss completely.
>
> Until they do something to address the input lag that results from having multiple people interacting with AI opponents, any Firefight ideas need to be shelved.

-read with french accent-

Butt wat aboute Le-Single pleyeerrrr?

Ψ

I agree that this is a good and interesting idea. I don’t think that infection should be removed but this could be an extra game mode.

> I am pretty sure none of the lagg you are speaking off will happen as we have dedicated servers. I recall no lagg in MMORPGS with collision detection.

Players seem to speak as if dedicated servers are magical cure all’s but unless I’m massively mistaken the best that dedicated servers are going to do is remove host advantage and fix crappy hosts.

Input lag in multiple player versus AI environments, IIRC, is a result of having to send massive amounts of data concerning the AI and the players. Specifically where the AI are, what they are doing, were the projectiles from their guns is going, where the players are, what they are doing, where their shots are going. It’s just a lot of data that has to be crammed through the wires. And the farther you are from a server, the worse your experience.

How other games manage to have seamless experiences between multiple players and AI I do not know. But unless 343 has addressed the issue, and I doubt very much that dedicated servers will address the issue, I don’t want resources effectively wasted on it.

> > I am pretty sure none of the lagg you are speaking off will happen as we have dedicated servers. I recall no lagg in MMORPGS with collision detection.
>
> Players seem to speak as if dedicated servers are magical cure all’s but unless I’m massively mistaken the best that dedicated servers are going to do is remove host advantage and fix crappy hosts.
>
> Input lag in multiple player versus AI environments, IIRC, is a result of having to send massive amounts of data concerning the AI and the players. Specifically where the AI are, what they are doing, were the projectiles from their guns is going, where the players are, what they are doing, where their shots are going. It’s just a lot of data that has to be crammed through the wires. And the farther you are from a server, the worse your experience.
>
> How other games manage to have seamless experiences between multiple players and AI I do not know. But unless 343 has addressed the issue, and I doubt very much that dedicated servers will address the issue, <mark>I don’t want resources effectively wasted on it.</mark>

What else would these resources be used on? Improving the networking to allow players vs AI online to have less lag isn’t something I think of as terribly minor.

> > <mark>I don’t want resources effectively wasted on it.</mark>
>
> What else would these resources be used on? Improving the networking to allow players vs AI online to have less lag isn’t something I think of as terribly minor.

You’re misunderstanding me.

I won’t want them to waste the resources on bringing Firefight back unless they’ve fixed the networking. If they haven’t fixed the networking and bring back Firefight, they’ve wasted the resources.

Them spending resources on fixing the networking wouldn’t be a waste.

At least not a complete waste, if it’s coming down to the wire I might stick that on the chopping block first given how while thousands of players did play Firefight, at least initially, the bulk of players were interested in PVP, not PVE.