Gametype Suggestion: War*

*Unoriginal name, I know. :wink:

While it is probably too late for a new, radical gametype to be made for Halo Xbox One, I don’t think it would be harmful to present something I’ve had floating around in my brain for the past few years now. Originally, War started out as a co-op gamemode I suggested for Halo: Reach on Bungie.net years ago under the name “New Johannesburg”. Essentially, you and three other players would begin in an UNSC cruiser above the aforementioned city and engage in a variety of missions in an open-world environment. You had the main city itself, the outskirts that included military installations and forests, a large mountain hiding a secret ONI complex ala CASTLE Base and a Covenant cruiser you infiltrate, a Covenant base camp and a planetside MAC gun housed on a nearby island ala the Silent Cartographer from Halo: CE.

The big things for “New Johannesburg” involved the ability to tackle any mission at any time in real-time with real-time consequences happening, dubbed the Ripple Effect. In one scenario, the players would destroy the Covenant base camp with the help of a collapsing space orbital tether, yet the tether would be long enough to take out a few mining scarabs trying to breach the ONI complex in the mountains, thus making the initial attack easier. Obviously the logistics are complicated, but it was only a suggestion.

Since Halo: Reach’s release I’ve had time to go over the idea off and on and I think I’ve got a far better foundation for this concept than I previously had. So, here is my pitch for War.

War

War is a two team, 32v32 (subject to change) objective-based gamemode that aims to take advantage of the Xbox One’s hardware capabilities to their fullest potential. The mode revolves around a large, open-world map housing a central city and lush wilderness beyond. The mode contains a story-component based on the expansive Halo universe. Using the UNSC Infinity’s sophisticated suite of simulation software, Spartans are able to craft a number of scenarios to test their leadership, coordination and teamwork skills. 32 players will assume the role of Spartans attempting to secure a city, rescue civilians and capture and destroy key UNSC and Covenant installations. However, the 32 other players assume the role of Covenant Sangheili invaders attempting to capture the city for cleansing by glassing, terminating the civilian evacuations and setting up excavation sites where UNSC bases once sat.

At the disposal of both factions are AI counterparts comprising of Army, Marines, Spartan-IVs, Grunts, Jackals, Hunters and Brutes. Depending on how well either faction does, the supply and presence of these allies will increase or diminish. Players will also have a variety of weapons and vehicles to use as they see fit, ranging from transports like Phantoms and Pelicans serving as large-scale troop transport and Warthogs and Ghosts serving as quick means to get across huge areas of the map on the ground. Players will also have access to personal loadouts, allowing for personal playstyle in this asymmetrical, non-traditional gamemode, and personal ordinance. Ordinance will function as it usually does, killing players builds up points, killing AI opponents builds up less points and taking objectives and accomplishing faction-specific missions builds up ordinance faster.

With the mechanics out of the way, let us examine how the mode will function with the example map: Reach.

> From the beginning, you know the end. The Fall of Reach was perhaps the greatest blow to morale during the First Human-Covenant War. Had we been better prepared, perhaps things may have been different. As Spartan-IVs, you have studied this key battle inside and out, well, now it is time for you to put your knowledge to the test. You will assume the mantle of the Spartan-II group known as Red Team. They paid with their lives to defend Reach, honor their legacy by avenging their sacrifice, even if it is only a simulation. The rest of you will take up the roles of Sangheili soldiers among the Covenant invaders, your task is to take what you learned from Reach and topple Red Team’s objectives. I know this will be hard on all of you, Reach is still a fresh wound. But those who fail to learn from history are doomed to repeat it. Good luck Spartans.
>
> -UNSC Infinity AI Roland.

Set during the disastrous Fall of Reach, Reach presents the battle as it has never been seen before. Spartan players have several objectives to complete.

I. Two orbital defense generators powering the Super MAC cannons in Reach orbit must be defended from waves of Covenant infantry and other Covenant players looking to shut them down. Points will be awarded for how long the facilities remain intact or for their destruction.

II. A civilian spaceport resting in a nearby city must be defended and streams of civilian transport must be protected as they make their way to the spaceport. Points are awarded for the amount of civilian transports arriving intact and the amount of evac ships that escape intact. The Covenant players are awarded for each transport destroyed and for capturing the spaceport.

III. Covenant Scarabs are at the nearby CASTLE Base attempting to breach the deep titanium mines underneath the base and gain entrance in the classified facility. Players must destroy the Scarabs to secure the base while Covenant players must defend them. Points are awarded for each destroyed Scarab or for when they breach the mines.

IV. The Covenant have set up a base camp situated in the nearby wilderness. Bases from Halo Wars and spherical troop tents litter the area. Spartans get points for capturing the area and ordering an orbital MAC strike on the area. Vehicles and ammo resupply depots exist here as well.

V. A UNSC military base is situated on the far opposite side of the map from the Covenant base. More Halo Wars era bases and barracks litter the area. Covenant troops must capture the base and order a glassing run on the base for points. Vehicles and ammo resupply depots exist here as well.

Both players initially spawn via controllable ODST-tyle drops that can go to any of the locations. AI controlled allies will already be in the thick of the fight when you arrive and will resupply themselves via dropships. Locations will highlight their present allegiances by the presence of a UNSC warship or Covenant battlecrusier. These serve as a method of allowing AI, weapon drops and other features to be available in that area and can be destroyed to even the odds and get more points. Players will respawn in nearby locations controlled by their faction.

Once the match ends, the totals for each team are tabulated and a winner is determined from missions completed and kills. After that, a short cutscene plays going over how the game played out and presenting different endings. This is viewable optionally.

So that is War in a nutshell. It has a mixture of concepts from other games that I think compliments what 343i is trying to do with Halo, but gives them a place to do so outside of competitive multiplayer. Let me know what ya’ll think and make suggestions of your own.

Great Post Cobra, as always.

So in a nutshell, War is essentially Dominion meets Invasion meets Spartans Ops/Campaign meets Star Wars Battle Front… would be a great addition but I should say this.

The total largeness of War is enough to make a developer cry… with the AI path and scripts, the amount of players and their connections, and the map scale and design to be unique… it just seems very, very unlikely.

I really like this idea I’m not too big on the personal ordinance and if it does have load outs id like them to be limited to primary and secondary weapons and maybe armor abilities, definitely no perks

looks interesting, but i’m a bit confused as to how the missions will start

you give us 5 example missions, are those pre-selected before the game starts? or, do they happen in sequence? or is only one selected per game?

> looks interesting, but i’m a bit confused as to how the missions will start
>
> you give us 5 example missions, are those pre-selected before the game starts? or, do they happen in sequence? or is only one selected per game?

My hope would be that they would all be occurring at the same time, though they would be fundamentally different. Perhaps a set timer for each with an overall timer for the entire match? I was also thinking of being able to toggle specific missions for you to do. So say you want to do the escort, you toggle that and get waypoints specific to that mission.

Explosions. We need explosions.Dis haz explody stuff. So I like it.
I’m sure you too like 'splosionz.
Oh, and It’ll be cool to have a randomly generated twist halfway through. Like, a ship of either faction crashes in the woods and you must retrieve the supplies as they are pretty usefull stuff (lol, bombz). Or maybe some of the predatory wildlife decides to join in the fun. Maybe something fun that doesn’t even make sense, but is placed to test the Spartan’s knowledge (Silly flood, what are you doing here?). All of these options are randomly generated throughout the game at different times. Fun!

Skimmed this in a midnight haze. Kinda TL;DR.

If you are talking about a large-scale, non-sequential, asymmetrical Infinity Invasion with extra bots, well then Im totally on board. :wink:

Reminds me a bit of Titanfall or Brink, versus multiplayer revolving around a campaign element. I love it.

I think it should include short cutscenes at the beginning and ending of a match.

> Skimmed this in a midnight haze. Kinda TL;DR.
>
> If you are talking about a large-scale, non-sequential, asymmetrical Infinity Invasion with extra bots, well then Im totally on board. :wink:

He is. And I’m right on board with ya.

Just an idea to add in:

@Deception Cobra,

You mentioned maybe adding in launch cutscenes? I was thinking maybe as a Spartan, you are inside a pelican getting debriefed by Roland (or another A.I.) flying into the mission zone, where you then land and hop out of the air craft, then watch a phantom fly by and immediately shoot your ride down.

As for the Covenant intro, maybe all players are inside a phantom bay receiving a motivational speech like that of R’tas’s in Halo 2, and you can hear the gunner over the coms shooting down the spartan pelican. As this happens you land at the Covenant checkpoint and exit the phantom.

As for Custom loadouts:
While they would fit for this gametype, I think a player should be restricted to only choosing Covie or UNSC weapons when assigned to a faction. It makes canonically no sense to see members of Jul’s Storm Covenant to run into battle with an Assault Rifle. Same applies to Spartans, who spawn with an array of UNSC weapons.

Just some friendly ideas.

> Just an idea to add in:
>
> @Deception Cobra,
>
> You mentioned maybe adding in launch cutscenes? I was thinking maybe as a Spartan, you are inside a pelican getting debriefed by Roland (or another A.I.) flying into the mission zone, where you then land and hop out of the air craft, then watch a phantom fly by and immediately shoot your ride down.
>
> As for the Covenant intro, maybe all players are inside a phantom bay receiving a motivational speech like that of R’tas’s in Halo 2, and you can hear the gunner over the coms shooting down the spartan pelican. As this happens you land at the Covenant checkpoint and exit the phantom.
>
> As for Custom loadouts:
> While they would fit for this gametype, I think a player should be restricted to only choosing Covie or UNSC weapons when assigned to a faction. It makes canonically no sense to see members of Jul’s Storm Covenant to run into battle with an Assault Rifle. Same applies to Spartans, who spawn with an array of UNSC weapons.
>
> Just some friendly ideas.

Tying into the restricted loadouts idea, why not take it a step further to create-a-soldier. Then we can implement this faction-wars type idea I’ve had in my head for a while, were you have a slot for a Spartan, an Elite, a Brute, a Warrior-servant, and a Combat Form, each with their own aesthetic customization and loadout options. Maybe throw a few RPG elements in. Then you got faction vs faction games ranging from OP’s War to Invasion-type stuff to standard Slayer, with the possibility to recreate basically every major conflict in the Halo canon (Flood vs. Forerunners, Covenant vs. UNSC, Flood vs. Covenant vs./+ UNSC, etc., etc.). AI allies of course would make appearances throughout the modes.

This of course is starting to push the possible boundaries of Halo 5, but it fits with OP’s idea of multiplayer+canon and I at least think it could make a cool spin-off.

Holy sh**!!! I remember you!! I read that thread you made on Bungie.net all those years ago during the summer before Halo: Reach came out. I liked your idea then and still hope it comes to fruition one day on Halo. My user was Crazy Dragon back on Bungie.Net. I think all those forums were deleted back when Bungie renovated their site. I already remember your idea from during the pre Halo:Reach days. I thing I posted something along the lines of 'this would need some kind of classes revolving around special units like Marines ODST’s Spartans and etc. for UNSC while the Covenant had brutes and elites.

I had an idea like this several months ago.

Many people just feel it is to large of something to be done in the small time that Halo 5 was given in development, along with the nearly untold power of the Next Gen Consoles.

I even had another idea with less players and more involved with AI than players in-game. With 4v4 with 28 AI on each team. With the XB1 that doesn’t seem hard to do.

Titanfall can actually work with dozens of players and AI but the Devs felt that 6v6 was the proper amount of players along with 48 AI total. I say large ideas like this can exist if Titanfall which has been developed buy a small company can have dozens of players 343i with 400+ employees would be able to do this within the time between now and release.