Halo MOBA, Halo Combat?

I find Mobas to be very entertaining to play, and as such, I often ponder on the thought, “What would a Halo MOBA play and look like?”.

So I thought I’d compile the ideas I have.

Arena:

The maps on which you play are of course important to a game. DotA has had pretty much a single map, with changes now and then, since the days of The Frozen Throne, while LoL isn’t at all familiar to me, I’d say they follow the same concept. Then there’s HotS, Heores of the Storm which has a plethora of different maps with different objectives and lane counts.

I think a Halo MOBA should follow HotS and have different arenas with their own styles and features. Not only this, but the Arenas should be on 3D objects. For instance, inside a very small Halo ring, on the inside of a very small sphere world. Or why not on the outside of them? Or other objects for that matter. Those of you familiar with Planetary Annihilation may know what I’m talking about, if not it’s worth a look. Not all maps would need to be on 3D objects, regular plane ones could have their uses as well, especially if older maps from the FPS games would be up for a remix / remake.

This would also allow the maps to be different from each other and promote different types of gameplay and playstyles.

Gameplay:

DotA, LoL and HotS goes for an RTS top down view and function. Smite and Paragon are basically third person “shooters” to some extent. Guardians of Middle Earth took the Twin Stick shooter approach, somewhat.

Given Halo’s nature, I’d lean towards either a Twin Stick Shooter, or as an FPS. I don’t know why but I think in terms of abilities, I’d see it to be preferable to have it as a twin stick shooter, a full twin stick shooter.

Fast mobility, full mobility in all directions while firing in whatever direction. Okay, somewhat depending on what kind of hero / unit you use.

All players would have unlimited ammo for their basic weapon. Then they would have inventory slots in which to have extra equipment such as extra weapons, defensive items or armor abilities. Would require ammo, energy and so forth to be refilled.

Heroes / units would also have abilities of their own, and a special trait.

As per usual waves of stat identical “creeps” attack move towards the enemy base along lanes on the map.
Players could influence these creeps by upgrading them, the players themselves then perhaps falling behind a little as their own resources do not go towards their character. Upgrades could be new weapons, better armor, more grenades and so forth. An upgrade would of course increase the bounty, the amount of resources acquired by killing it, and XP.

Another feature in a lot of MOBAs are neutral creep camps, an area in which a number of creeps hostile to everyone spawn. Depending on the map, these camps, when killed off, could in some way provide a bonus to the player that killed them off, to the team or do something negative against the opponents. For instance, there could be a Pirate’s Camp. Jackals having acquired some sort of generator, killing the jackals and then capturing the generator could yield an increased resource generation for a minute, having more than one generator active at a time could have the effect be exponential. Another camp could provide you with a bonus special wave, or just resources and XP.

Bases and races that fight could be based on different timelines. You could “easily” have Covenant vs Heretics, UNSC vs Loyalists, Prometheans vs Hand of the Didact. What heroes that are for which side don’t really matter, to me.

Hero selection happens once the match has started, and only one hero type per match, unless it’s a special mode or a special hero. All heroes unlocked from the start, no need to grind and buy the heroes. Levels do not carry over from one match to another, but hero XP could be a thing for a player’s profile to showcase how much that hero is played by the player.

Something else I’d like see incorporated would be vehicles. Which either spawn at a regular rate, and/or can be bought by players for their resources to use on the battlefield.

The objective of the match would be to destroy the enemy’s HQ.
In the base there are the regular shops, barracks that spawn units, upgrade locations, possible teleporters and man cannons, turrets, towers, sniper towers for players and so forth.

cont.

Heroes / Champions / Units / Legensds:

Generally called heroes, the player controlled characters with abilities.

The characters a player could choose from could be from any point in the timeline, dead or alive, from the books, comics, live action series and so forth, covenant, separatists, banished, heretics, unsc, Oni, and so forth. Perhaps not flood and prometheans. New heroes could surely be created as well for the purpose of the game where there’s an interesting idea.

As the game progress, heroes gain levels through being close to creeps and heroes killed, participating in the killing, or killing the enemy. Also througg potential bonuses from camps.

As a hero levels up he/she gains ability points to put on the hero specific abilities in order to upgrade them and make them better, or buy specific bonuses or effects for their ability.

For instance, a hero has an ability which does damage in a line forward. The hero could choose to level the ability up increasing damage, energy cost and reducing the recharge time, or an effect which increases the length of the line or another which makes it a cone instead of a line, but at a reduced length.

Health, shields, armor and such also increase in strength as a hero levels up.

A hero trait would be a single level non-activated ability which grant a spwcific bonus, or rather, describes a special trait the hero has.

A special group trait coulf also be present. This would be a very specific trait which requires certain heroes to function. For instance, if four players play as the blue team, those four players gain a specific Blue Team trait.

Items can be bought by players to enhance their hero, or weapons to use, which need to be refilled once depleted. Or defensive items functioning in the same way.

Vehicles can also be bought and driven by players, land vehicles only, a possible use of air vehicles could be items that grant air strikes, armed transport or air support for a brief period of time. Hijacking possible on vehicles.

Forms of attack are mainly ranged through the use of the hero’s basic weapon, unless the hero only has a melee weapon. Some heroes could feature both ranged and melee which could be an upgradable ability, or a simple button press.

Heroes that I come to think of are of course MC, Johnson, Arbiters Thel and Ripa, the Heretic leader, Atriox and Tartarus. There are plenty of more known characters that could be used to great effect and enjoyment.

A personal one I’d like to see is a Hunter character. This one could for instance have a trait which gives Armor Plating, functioning like a shield but it does not recharge, needs to be repaired at base. Additionally many players coulf pick this character, or only two at the most per team. If two players pick the hunter character in a team, they would get a group trait called “Bond Brother” They gain boosts to certain ststs, and a huge temporary boost to their stats if one of them were to die, though they’d only have the group trait active as long as they are within a certain range of each other.

Overall:

What do you think? Aimed at the console market this might be something functional.

If interest is good enough I may add pictures of some sort and expand on the thread with clarifications, additions and so forth.

Reserved

This has possibilities, i know I would enjoy it… and I think they could almost implement this already(besides the different avatars). Sanctum is a good example of a 3 lane map already.
I think the req system could be altered and used to upgrade your character, and choose its specialization. Say you start out bolt shot, and you can move up those 3. You can lvl up and skill branch (get a secondary), choices become a dps and get the scattershot, or specialist and get the plasma pistol.

the choices would be by race: Promethean, covie, human.
then class
ranger-mid range, DMR, Lightrifle, Carbine
brawler-melee, swords, shotguns, grav hammer
striker- snipers
bruiser- heavy weapons
grenadier- plasma caster, grenades
etc…

I would have ground vehicles be classes too, just the owner is the only one that can be in the vehicle, and there would be a marine gunner. You upgrade the different skin, maybe upgrade the gunner to be an elite (more endurance). Then max out would be either the Oni warthog or needler.
Have gungooses upgrade their tree, but then turn into rocket or guase hog, or keep the gun goose, and get a marine with rocket launcher (and yourself).

Probably the biggest challenge would be the scripting AI, since they barely knew how to do that in the h5 campaign as is…
h5 ai script:
attack spartan
if under 50% health
then take cover.
repeat attack spartan
if under 25%
then charge spartan

> 2533274808672714;4:
> This has possibilities, i know I would enjoy it… and I think they could almost implement this already(besides the different avatars). Sanctum is a good example of a 3 lane map already.
> I think the req system could be altered and used to upgrade your character, and choose its specialization. Say you start out bolt shot, and you can move up those 3. You can lvl up and skill branch (get a secondary), choices become a dps and get the scattershot, or specialist and get the plasma pistol.
>
> the choices would be by race: Promethean, covie, human.
> then class
> ranger-mid range, DMR, Lightrifle, Carbine
> brawler-melee, swords, shotguns, grav hammer
> striker- snipers
> bruiser- heavy weapons
> grenadier- plasma caster, grenades
> etc…
>
> I would have ground vehicles be classes too, just the owner is the only one that can be in the vehicle, and there would be a marine gunner. You upgrade the different skin, maybe upgrade the gunner to be an elite (more endurance). Then max out would be either the Oni warthog or needler.
> Have gungooses upgrade their tree, but then turn into rocket or guase hog, or keep the gun goose, and get a marine with rocket launcher (and yourself).
>
> Probably the biggest challenge would be the scripting AI, since they barely knew how to do that in the h5 campaign as is…
> h5 ai script:
> attack spartan
> if under 50% health
> then take cover.
> repeat attack spartan
> if under 25%
> then charge spartan

Well I’m sure they could change Warzone into a MOBA mode if they wanted to, they made Firefight, like you describe it even. It was a mode I kind of wanted to have for Warzone as well.
But I’m talking more of a stand-alone MOBA game, top down twin stick shooter.

I think this would be quite enjoyable

> 2535419886271013;6:
> I think this would be quite enjoyable

I hope it would be, Spartan Assault had some enjoyability to it in terms of a Twin Stick Shooter, and I think it could work as a Moba, with the ideas I provided.

Sitting here compiling a list of Heroes, in my head.

> 2533274795123910;2:
> Overall:
>
> What do you think? Aimed at the console market this might be something functional.
>
> If interest is good enough I may add pictures of some sort and expand on the thread with clarifications, additions and so forth.

Lots of good Ideas here, I think it does actually make more sense to use the Spartan Assault engine over HW2. it presents some unique benifits.

  • aiming will still be a thing.
  • A nice balance between the top down perspective of Action RTS games and the precision of FPS (via thumbsticks)
  • A ton of the models used for creeps/ neutral camps already in the game
  • Vehicles are also already in the game… could replace stuff like red buff/ blue buff in LoL as an example.

I think even as a FPS Halo MOBA would have an edge over Overwatch, and have more replay diversity.
But theres definitely a market for the top down MOBA .

> 2741700308869377;8:
> > 2533274795123910;2:
> > Overall:
> >
> > What do you think? Aimed at the console market this might be something functional.
> >
> > If interest is good enough I may add pictures of some sort and expand on the thread with clarifications, additions and so forth.
>
>
> Lots of good Ideas here, I think it does actually make more sense to use the Spartan Assault engine over HW2. it presents some unique benifits.
>
> - aiming will still be a thing.
> - A nice balance between the top down perspective of Action RTS games and the precision of FPS (via thumbsticks)
> - A ton of the models used for creeps/ neutral camps already in the game
> - Vehicles are also already in the game… could replace stuff like red buff/ blue buff in LoL as an example.

Indeed, Top Down Shooter mechanics, or Twin Stick shooter for the matter, allow more direct control of the character which is more suitable for a Console than the indirect control a point and click mechanic has.

I heard somewhere that many assets for Spartan Assault was taken from Halo Wara, though the credibility of it is another question. However, yes, many assets are done already, but they’re not limited to them either as they could re-use assets from Halo Wars 2 as well.

That’s a nice idea. Instead of Power Up buffs, vehicles could be used, or be used alongside vehicles as drops.

> 2533274808672714;9:
> I think even as a FPS Halo MOBA would have an edge over Overwatch, and have more replay diversity.
> But theres definitely a market for the top down MOBA .

A more polished and reworked Warzone could do that. I haven’t played Overwatch so I can’t say much about the gameplay so I can’t say much about any edge Halo could have over Overwatch. Would depend on the mechanics implemented of course.

I did think about it as an FPS game, but for the sake of recognisability, and somewhat more simple design, I thought of it as a top down game. Given the rather non-existant chance that they’d actually consider this idea, it’d be more convincing with the easier route.

> 2533274795123910;10:
> > 2741700308869377;8:
> > > 2533274795123910;2:
> > > Overall:
> > >
> > > What do you think? Aimed at the console market this might be something functional.
> > >
> > > If interest is good enough I may add pictures of some sort and expand on the thread with clarifications, additions and so forth.
> >
> >
> > Lots of good Ideas here, I think it does actually make more sense to use the Spartan Assault engine over HW2. it presents some unique benifits.
> >
> > - aiming will still be a thing.
> > - A nice balance between the top down perspective of Action RTS games and the precision of FPS (via thumbsticks)
> > - A ton of the models used for creeps/ neutral camps already in the game
> > - Vehicles are also already in the game… could replace stuff like red buff/ blue buff in LoL as an example.
>
>
> Indeed, Top Down Shooter mechanics, or Twin Stick shooter for the matter, allow more direct control of the character which is more suitable for a Console than the indirect control a point and click mechanic has.
>
> I heard somewhere that many assets for Spartan Assault was taken from Halo Wara, though the credibility of it is another question. However, yes, many assets are done already, but they’re not limited to them either as they could re-use assets from Halo Wars 2 as well.
>
> That’s a nice idea. Instead of Power Up buffs, vehicles could be used, or be used alongside vehicles as drops.

Yeah I think vehicles and power ups should be on there as they are core to halo multiplayer. I think having different maps with different power ups should be a thing. for example a tank or mantis would be like a ageis of the immortal in DOTA, type thing, and then a overshield or active camo would be like the equivelant of blue/red buff in LoL