Something I noticed is in the lore spartans tend to be in fireteams of 3 this gave me an idea. for an L4D/ Aliens fireteam elite. Style game where you play a group of spartans.
Halo: Fireteams
Tied to halo Infinite fire teams takes your Multiplayer spartan and brings them into live combat against all sorts of threats, play through 5 separate campaigns/missions each with their own threats allies and situations. Gear up your spartan, and upgrade your equipment to fight against everything the universe has to bare.
Gameplay
Halo fireteams is a first person co-op game with the ability to play it solo, in it you play as a member of a 3 man fireteam who are sent into different conflicts around the halo universe each mission has its own challenges and dangers from Insurrectionists to the created. Pick your class, your gear, and your weapons and move out. Using classic halo gameplay mixed with L4D style levels where you move from one combat base to another.
MISSIONS
Mission 1: Insurrection
Fight across 5 levels on a forest planet where a group of human insurrectionists have set up base. This is the first mission that any spartan will play, and thus the easiest. As you fight along side marines against an enemy the UNSC has delt with longer then the covenant.
This level set focuses more on open fights between forested structures. With a twist of old UNSC defenses as a hostile late in it. Through out it your enemies are humans, grunts, and jackals, with the final section being a fight against a rogue spartan IV.
Mission 2: Glassing rights
IT is unknown what the covenant remnants want with the charred remains of a glassed world, but they are here and started by wiping out the local corperate defenses. Drop in find out what they are after and take it or blow it up.
In this 5 level campaign your fireteam deals with mostly covenant remnants with a spattering of promethan enemies near the end. Seems the covenant where after a retriever sentinel take it down in a air to air fight with wasps and falcons on your side. The whole last mission takes place around, on top of and inside the sentinel.
Mission 3: Infestation
Classifed intel for the fire teams eyes only, a flood outbreak has accrued on a halo ring the UNSC had control of, created remnants released it to try and turn the monitor to their side, rampacy is highly believed to be involved head in clear the flood and set nuke markers along the way. IF you can retrieve the monitor for safe transport. We are here on their request.
This 6 mission campaign has you fighting the flood and created who are also fighting each other. Thankfully you have sentinels on your side including the halo 2 classic beast. Follow the monitors guide in setting up nuke targeting markers then evac via a pelican. Enemies are flood infested humans and elites, promethan’s, and even some pure forms.
Mission 4:URBAN WARFAIR
Jump in with a battalion of ODST’s in this mission where A pirate group has taken over a city. URban combat with close fighting angles and long sniper lines here. Be warned the pirates have jackals and some have been reported to have human sniper rifles.
this is a short 4 level mission, where you drop in with ODST’s and fight humans, jackals, elites, and even a few hunters, near the end you find out it is a banished group and Colony has a purpose as a wrecked scarab from the Human covenant war is activated.
Mission 5: Allies and enemies
The swords are requesting our help, sense the created have fallen they are making a push to retake their homeworld from created control. No less then the arbiter himself is asking for this. So spartans you looking to working with a hero?
This is lthe longest mission at 8 levels, bringing back Vale as a main character as she acts as the swords human contact. You fight with elite allies instead of marines on this mission set, your enemies are elites and promethian’s with your allies being elites in green.
note: this mission has 3 bosses through out it, a scarab, a set of 4 elites with jackal shields and words, and a promethan knight who has LMG like light weapons in both hands.
CLASSES
Play as one of the following classes.
Gunner: Able to use HMG’s, rocket pods, and other heavy weapons as an equiped weapon the gunner sacrifices an armor ability slot for damage, has a built in upgraded shield
Squad lead: spawn in with 2 ODST allies who you equip and upgrade along side your spartan squad leads are able to command Soldiers on the field and even buff their allies with their unique radio pack armor ability.
CQB:: Able to bring in the pain with close range, these guys have an energy sword as an active ability it is recharged by their AI when not in use.
Grenadier: Able to hold 4 grenade types at once instead of just 2 these guys specialize in throwing bombs down range, they even start with a shoulder mounted hydra launcher as their armor ability.
Recruit:: what they lack in specialization they make up for in the fact they can bring any power weapon into battle at the start.
Sniper: Able to start with the Sniper rifle, these guys have H4’s promethean vision instead of a flashlight.
GEAR
Once you pick your class you also get to buy, request, and find weapons on the field to start other missions in. Example you can start with any UNSC weapon by default unless class restricted. But if you find a weapon on the field like a ma4b with grenade launcher, and manage to bring it to the evac you can start later missions with it as much as you like. examples bellow
Ma5B
info: found most commonly on troopers, you can either buy it from an armory or find it on troopers in a battle. This baby has three types you can find in the field.
Standard: 30 round mag, high rate of fire
Grenadier: replaces smart link with fire mode swap to a 40mm grenade launcher
machinegunners: Has the 60 round box mag, a longer barrel, and a cosmetic bipod.
Plasma rifle
info: found on elite mercs, inserectionists, and well most enemy types, these rifles pack a punch. to bad comand doesn’t allow you to buy your own.
Should be noted: most halo series weapons are meant to be in this, with them being put into the following classes.
sidearms t1-t3 (mangler for example is t3, plasma pistol t1, M6D T3, sidekick t2,)
Smgs t1-t3 (spiker it t2, SMG is t1, dual SMGs t3, needler t2,)
CQB t1-t3 (anything from a shotgun, to a sword,)
assault weapons t1-t3 (Ar, BR, Commando, DMR, plasma carbine, pulse carbine[pulse carbine is only covenant weapon in start armory])
Snipers t2-t3 (Lots of weapons from lore all long range.)
Explosives t1-t3 (Limited to grenadier/recruit class, anything from a reach grenade launcher to a spanker)
Heavy weapons t3 (247L/H, gauss turret, Rocket turret, missile pod, plasma turret, etc Gunner limited start, though they can be found in missions and all can use in missions.)
the big thing is RPG light customization of your spartan, with each armor ability having upgrades. Not only do you Have the base game ones, but other unique abilities are added as you rank up examples bellow.
ACTIVE ITEMS
this list inclused all base game items from the energy shield to the grapple hook all are infinite with diferent upgrades unlike the base game of infinite each gear has 2 paths and 5 levels you earn ranks to use better levels.
examples
Grappling hook
base path: current infinite
Recon path: allows things like repel hookign to stay up high, this path is aimed more at hitting the ground and not enemies. Example its highest tier is a rope mode, which when activated allows you to manually retract or repel using the hook.
CLOAK
path one: duration, based on being in stealth longer the ability to shoot silenced weapons in cloak and other similar abilites. Its top tier allows you to clock ghosts and mongeese.
path two: disorientation, adds things like holo dummy’s sensor scrambling,
Each spartan gets two active gear slots unless their class blocks one, they also get one passive gear slot.
Jackal shield
Acts like a riot shield in most games limits you to one handed weapons while active. Slowly drains while active requiring time to charge.
PASSIVE GEAR
Passive gear is an AI controlled module that enhances your spartan greatly. These are always active and have a few sets of items. these may enhance a basic ability or add a new gameplay bonus.
examples
Shield booster
info: increases shield strength by 100%, can be upgrade for better shields. (gunner default)
Command radio (squad leader restricted)
info: allows one to command soldiers, call in reinforcements, and call in resupply drops.
Jetpack
info: your jump is now a jetpack with a fuel limit
Grenade pack (grenadier exclusive)
info: hold 4 of each grenade type max 4 types.
promethan vision
info: advanced night vision replaces flashlight for user.