Halo: ODST II? My Ideas!

DISCLAIMER: THIS HALO TITLE IS MADE-UP. NO WORD OF THIS PROJECT EXISTS

Gameplay additions:

-Updated Graphics and AI.
-Equipment slot is added to the player’s inventory.
-Competitive Multiplayer.
-Sprinting(LB). Players can crouch while sprinting to slide.
-Completing the game on legendary difficulty will unlock a “Helljumper” difficulty that removes: HUD, hit markers, aim assist. Enemies are even smarter than on legendary. Player is also able to take less damage.

Plot:

Taking place between Halo 3 and Halo 4, the squad of ODSTs from HALO 3: ODST return. A mission to put down an Insurgency Cell goes terribly wrong, and the ODSTs, separated and with no odds of survival, must fight back- and uncover a disturbing secret along the way.

This “disturbing secret” is Requiem.=======
Gameplay:

Campaign:

The arsenal of the ODSTs have been updated. The game remains the same as Halo 3: ODST, albeit with the ability to sprint(Holding down the armor ability button. Armor Abilities are replaced by “equipment”, which is “up” on the D-pad. Halo: Reach style controls.)
Players can customize the Rookie’s loadout as they progress through the story. Attachments can be added onto weapons(Optics, Barrel, Underbarrel.) and changed mid-game by pressing “left” on the D-pad. Other items are changed by the VISR. Flashback missions have set loadouts.

The Rookie’s missions are similar to his Halo 3: ODST missions, and include flashbacks of both his squadmates and himself. Flashback Missions are linear, just like in the first game. The VISR is activated by pressing “B” instead of “X”. Alternate control schemes are available.

NEW ENEMY: Marauders are Insurrectionist forces equipped with Covenant technology.

Multiplayer:

The Loadout in Halo: ODST II is a similar form to Halo 4s, with some differences. Attachments are in Spoiler tags.

Primary Weapon
-Default: M7 SMG:
Fast-firing, low-damage SMG. Standard Issue for all ODSTs. Effective in CQB scenarios.

Optics:
-Reflex Sight(1.5x zoom)
-Holo Sight(3x zoom)
Barrel:
-Silencer(Increased recoil, decreased noise)
-Muzzle Break(Decreased recoil, increased bloom)
Underbarrel:
-Cyclic Overclock(Increases fire rate by 50%, but increases recoil and bloom)
-Extended Mag(Increases mag capacity by 50%)
-Improved Foregrip(Decreases recoil, increases weapon swap time)

-MA5D ICWS:
Versatile Assault Rifle. Good balance of damage and range.

Optics:
-Reflex Sight(1.5x zoom)
-Holo Sight(3x zoom)
-IR Scope(2x zoom, night vision.)
Barrel:
-Long barrel(decreased spread)
-Muzzle Break(Decreased Recoil, increased bloom)
Underbarrel:
-Extended Mags
-Underbarrel Grenade Launcher: Fire rifle grenades(LT). Replaces Ordnance slot.)

-HMG-38:
High-damage, low fire-rate. Ideal for medium range. Used by Insurgent Forces.

Optics:
-Reflex Sight(1.5x zoom)
-Holo Sight(3x zoom)
-Tech Scope(2.5x-4x zoom, highlights enemies)
Barrel:
-Muzzle Break(Decreased recoil, increased bloom)
Underbarrel:
-Extended Mag
-Foregrip

-MA3 Assault Rifle:
Venerable Assault Rifle that has stood the test of time. medium fire-rate and damage. Used by Insurgent forces.

Optics:
-Reflex Sight(1.5x zoom)
-Holo Sight(3x zoom)
-IR Scope(2x zoom, night vision.)
Barrel:
-Long barrel(decreased spread)
-Muzzle Break(Decreased Recoil, increased bloom)
Underbarrel:
-Extended Mags
-Underbarrel Shotgun: Replaces ordnance with an underbarrel-mounted M45D pump-action shotgun(LT). Replaces Ordnance slot.)

-M90 CAWS: Reliable shotgun. Lethal at very close range.

Ammunition:
-Buckshot(Default)
-Ion(Increased damage to shields, less to health)
-Flechette(Less damage to shields, more damage to health)
-Slug(Increased range, lower overall damage)
Barrel:
-Silencer(Increased recoil, decreased noise)
-Muzzle Break(Decreased recoil, increased bloom)
Underbarrel:
-Extended Mag(Increases maximum ammo capacity by 50%)

-MA5K carbine: Carbine variant of the MA5. Good for close-medium range.

Optics:
-Reflex Sight(1.5x zoom)
-Holo Sight(3x zoom)
Barrel:
-Silencer
-Muzzle Break
Underbarrel:
-Laser Sight(Decreased spread)
-Extended Mag
-Foregrip

-SRS 99D AM: Sniper rifle that excels at long Range.

Optics:
-Infrared Scope(6x scope. Yellow-hot/Green-cold.)
-Improved Scope(4-12x scope.)
Barrel:
-Muzzle Break
-Suppressor
-Counterweight(Reduces recoil, allowing faster-follow-up shots.)
Underbarrel:
-Extended Mag
-Ergonomic Grip(Reduces Kick)

B-37 Bolt-Action Rifle: Powerful sniper rifle capable of one-hit kills, but very low fire rate due to bolt-action cycling.

Optics:
-Infrared Scope
-Improved Scope
Barrel:
-Muzzle Break
-Suppressor
-Stabilizer(Decreases weapon recoil while zoomed in.)
Underbarrel:
-Extended Mag
-Ergonomic grip

(I’d like to see some ideas here. Especially for the sniper attachments.)

Type-25 Directed Energy Rifle: Standard Covenant “Rifle”. Fast fire-rate makes it ideal for CQC.

Optics:
-None
Barrel:
-Improved vents(Increases amount of shots needed to overheat)
-Enhanced Coils(Increases the range it takes for Plasma to dissipate.)
Underbarrel:
-Cooling System(Increases cooling speed.)
-Energy bayonet(Increased Melee damage and speed)

Secondary Weapon
-Default: M6C SOCOM:
A Standard-issue handgun for ODSTs. Silenced, but lacks damage.
-M6 Machine Pistol:
Fast-firing pistol adept at Close-quarters combat, but lacks at a distance.
-R-44 Revolver: Powerful sidearm used by Insurrectionist forces.
-M45D CQC: Variant of the M45D without a stock, and its shorter barrel decreases its effective range.
-Type-25 Directed Energy Pistol: Standard Covenant weapon. Can be fired Single-shot or with a charged EMP that disables vehicles.

Ordnance
-Default: Frag Grenade
-Sticky Grenade
-Explosive Charge(think C4)
-Flashbang

Specialization:
-Weapons Specialist(Reload while sprinting, decreased bloom)
-Medical Specialist(Revive downed teammates, faster stamina regeneration.)
-Explosive Specialist(Increased Explosive damage. Take less damage from explosives.)
-Assault Specialist(Decreased Recoil, faster sprint.)

Armor Modules:
-Ammo Bandolier(Increased carrying capacity of ammo)
-Grenade Bandolier(Increased carrying capacity of Ordnance)
-Improved VISR(Increased Range of VISR, VISR can tag enemies for friendlies)
-Stim Injector(Faster Health regeneration)
(Kinda Need ideas)

Equipment(Can be used once per life):
-Drop Shield
-Health Pack
-Armor Piercing Ammunition Magazine(increased damage)
-Incendiary Ammunition Magazine(Damage over time)
-Reserve Magazine(Extra Magazine)
-Riot Shield(similar to Hardlight Shield, but with health)

Multiplayer moved. Ran out of space.

> Spawning:
>
> Players initially spawn in Drop Pods at the beginning of the match, and respawns are done by selecting an area on the map and crashing down via Drop Pod. Players have a 5s delay before they can spawn.

I really like that idea, keep it up !

> > Spawning:
> >
> > Players initially spawn in Drop Pods at the beginning of the match, and respawns are done by selecting an area on the map and crashing down via Drop Pod. Players have a 5s delay before they can spawn.
>
> I really like that idea, keep it up !

Yeah. It would help the immersion and also add a tactical factor to respawning. it would put more emphasis on figuring out where your opponent is(of course, you’d also have the motion sensor and be able to see them drop.)

This all sounds amazing!

Love almost every idea here. Its just the mission loadouts seem strange, would rather have set weapons. :slight_smile:

This actually isn’t a bad idea. The time in which the plot is set is probably the best I can think of. Having Innies as enemies instead of Covies would be a huge change to the franchise (apart from the prometheans), but I could see it working. I didn’t like the addition of weapon loadouts in Halo 4, and they shouldn’t be put into another Halo game. Just have set weapon loadouts. Bringing back equipment is a good idea. The drop shield, health pack and reserve magazine definitely sound good, but I’m not too sure about the ammunition types. Probably could add either a deployable shield or flare (from Halo 3) and the Marauders can only use the latter two. Also, being able to revive your teammates sounds too much like COD, same with the weapons attachments. Perhaps only 1 or 2 attachments that you could find in the field to attach to certain weapons. An explosive charge sounds like a good addition. Just make it that you have a limited supply or something. Definitely keep the VISR and Squadmate flashbacks. Instead of the whole loadout type idea, just use the specialisation classes to choose from. I agree with everyone else however. Spawning is an excellent idea. Being able to spawn in with a drop pod would definitely add a tactical factor into the gameplay. Would you be able to land on an opponent and kill them? Also, the armour modules sound interesting, if they are physically identifiable. Such as having an additional helmet piece in the case of the Improved VISR, or extra body armour pieces acting as storage in the case of the bandoliers. Another could be taking less body damage/stamina. The MM modes are good, but keep Firefight in it with the drop pod spawning system. Otherwise, it seems like an excellent idea.

Wow this was long. Soz bout that.

> This actually isn’t a bad idea. The time in which the plot is set is probably the best I can think of. Having Innies as enemies instead of Covies would be a huge change to the franchise (apart from the prometheans), but I could see it working. I didn’t like the addition of weapon loadouts in Halo 4, and they shouldn’t be put into another Halo game. Just have set weapon loadouts. Bringing back equipment is a good idea. The drop shield, health pack and reserve magazine definitely sound good, but I’m not too sure about the ammunition types. Probably could add either a deployable shield or flare (from Halo 3) and the Marauders can only use the latter two. Also, being able to revive your teammates sounds too much like COD, same with the weapons attachments. Perhaps only 1 or 2 attachments that you could find in the field to attach to certain weapons. An explosive charge sounds like a good addition. Just make it that you have a limited supply or something. Definitely keep the VISR and Squadmate flashbacks. Instead of the whole loadout type idea, just use the specialisation classes to choose from. I agree with everyone else however. Spawning is an excellent idea. Being able to spawn in with a drop pod would definitely add a tactical factor into the gameplay. Would you be able to land on an opponent and kill them? Also, the armour modules sound interesting, if they are physically identifiable. Such as having an additional helmet piece in the case of the Improved VISR, or extra body armour pieces acting as storage in the case of the bandoliers. Another could be taking less body damage/stamina. The MM modes are good, but keep Firefight in it with the drop pod spawning system. Otherwise, it seems like an excellent idea.
>
> Wow this was long. Soz bout that.

Thanks for the feedback! I’m really glad people are actually reading it and responding to it.

Yes, there will be firefight, with the class system. It will not be changed at all aside from that.

If I see a good forum to converse in, I’ll want to put a lot of feedback into it. I see that you have updated your list, which is good. I’ve noticed you added the shotgun into the list of usable weapons. Would other UNSC weapons be usable in-game, such as the M41 Rocket Launcher and the Sniper Rifle. And which vehicles would be usable? You would have to put in the Warthog, but would other UNSC vehicles be usable, such as the Scorpion or Hornet. And what could the Marauders drive, if anything? This would probably depend on the environment the ODST’s battle in. If the majority of the gameplay was on a planet, then vehicles would be implemented into the gameplay. However, if they had to, for example, travel to an orbital space station to pursue the Marauders, then vehicles would be left out. A lot could be built onto this idea. And would all the original ODST’s be included or would one or two be replaced with new members, cause remember that Romeo was injured and might have had to take some time off to recuperate from his injuries. And Dare, being with ONI, may have been transferred elsewhere. Just a few other things to think about.

Also, it’s good to see someone who knows their HALO weapons.

And the side-sliding would be a cool addition.

> If I see a good forum to converse in, I’ll want to put a lot of feedback into it. I see that you have updated your list, which is good. I’ve noticed you added the shotgun into the list of usable weapons. Would other UNSC weapons be usable in-game, such as the M41 Rocket Launcher and the Sniper Rifle. And which vehicles would be usable? You would have to put in the Warthog, but would other UNSC vehicles be usable, such as the Scorpion or Hornet. And what could the Marauders drive, if anything? This would probably depend on the environment the ODST’s battle in. If the majority of the gameplay was on a planet, then vehicles would be implemented into the gameplay. However, if they had to, for example, travel to an orbital space station to pursue the Marauders, then vehicles would be left out. A lot could be built onto this idea. And would all the original ODST’s be included or would one or two be replaced with new members, cause remember that Romeo was injured and might have had to take some time off to recuperate from his injuries. And Dare, being with ONI, may have been transferred elsewhere. Just a few other things to think about.
>
> Also, it’s good to see someone who knows their HALO weapons.
>
> And the side-sliding would be a cool addition.

I have no idea how i forgot the vehicles. The list of weapons is incomplete. I’ll add some later.

I’ve had an idea for the trailer. It’ll be a separate post because I don’t want to cram up the OP.

Here it is:

-Insurrectionist starts talking-
You call us terrorists. Monsters. Killers.
-Shows UNSC propaganda-
But the truth is, you’re no better than us.
-ODST pods drop above an insurrectionist planet-
If you think you can just white-knight your way in here, you’re wrong.
-Shows ODSTs executing Innies-
This is our home. We’re just defending them.
-fades to black-
HALO: ODST II

Vehicles:

“Wolf” Tank: Insurgent tank. Appearance is a futuristic WWII-style tank. Main cannon fires in 3-round bursts. Can hold a pilot and gunner.
“Condor” VTOL: Appearance is similar to an Osprey mixed with a B-29 Superfortress. Equipped with a missile launcher for the pilot and has three gunners(Left, right, and tail).

Of course, you’ll have your regular UNSC vehicles(Warthog, Mongoose, Mantis, Hornet, Grizzly(Because that is an awesome tank), and for one mission, a Vulture.)

Enemies:

Grunt: Standard Innie soldier. Equipped with a MA5K carbine with Reflex sight, M90 Shotgun, or dual R-44 Revolvers.
Sniper: Longest-Ranged unit. Equipped with a B-37 Bolt-Action Sniper with laser sight.
Heavy: Equipped with a HMG-38 and in a suit of armor similar to concept art for the mantis. Can only be damaged by headshots or in the back. Killing the Heavy with a headshot will allow the player to enter the armor(Removes dead body, enters cockpit. First-person view and equipped with the HMG-38 and shoulder-mounted launcher)
Soldier: More health than a grunt and wields a MA3 Assault Rifle, R-44 Revolver, and frag grenades.
Ghost: Soldier equipped active camo.
Air Assault: Medium range unit. Equipped with a M394 DMR and a jet pack.
More to come.

> I’ve had an idea for the trailer. It’ll be a separate post because I don’t want to cram up the OP.
>
> Here it is:
>
> -Insurrectionist starts talking-
> You call us terrorists. Monsters. Killers.
> -Shows UNSC propaganda-
> But the truth is, you’re no better than us.
> -ODST pods drop above an insurrectionist planet-
> If you think you can just white-knight your way in here, you’re wrong.
> -Shows ODSTs executing Innies-
> This is our home. We’re just defending them.
> -fades to black-
> HALO: ODST II

I could totally see this being an awesome teaser. Add some suspenseful music with it and you’ve got a perfect one. But it would be just a teaser. A trailer would be much longer. Just have what you’ve already got at the start and add a minute of gameplay, explosions and epic one-liners.

> Vehicles:
>
> “Wolf” Tank: Insurgent tank. Appearance is a futuristic WWII-style tank. Main cannon fires in 3-round bursts. Can hold a pilot and gunner.
> “Condor” VTOL: Appearance is similar to an Osprey mixed with a B-29 Superfortress. Equipped with a missile launcher for the pilot and has three gunners(Left, right, and tail).
>
> Of course, you’ll have your regular UNSC vehicles(Warthog, Mongoose, Mantis, Hornet, Grizzly(Because that is an awesome tank), and for one mission, a Vulture.)

These concepts would be very promising. Imagine if you could do up some sketches of them. Would the Condor be roughly the size of a Longsword?

> Enemies:
>
> Grunt: Standard Innie soldier. Equipped with a MA5K carbine with Reflex sight.
> Marksman: Medium range unit. Equipped with a M394 DMR.
> Sniper: Longest-Ranged unit. Equipped with a B-37 Bolt-Action Sniper with laser sight.
> Heavy: Equipped with a HMG-38 and in a suit of armor similar to concept art for the mantis. Can only be damaged by headshots or in the back. Killing the Heavy with a headshot will allow the player to enter the armor(Removes dead body, enters cockpit. First-person view and equipped with the HMG-38 and shoulder-mounted launcher)
> More to come.

The grunt, an original name that reminds you of the Covenant cannon fodder. Very good. Would certain grunts have alternate primary weapons that they could carry, like a Shotgun or MA3 AR? As in how different types of grunts (Covenant) can wield Needlers, Plasma Pistols, FRG, etc.

I’m not sure about the Marksman and Sniper. They seem to be the same name, cause they are both of a long range type. I would suggest keeping the Sniper wielding the B-37 Sniper Rifle, and changing the name of the other to Vanguard or a specialty type (below) that still wields either the DMR or MA3.

  • A stealth class that utilises a light-bending camouflage technology (based on stolen Covenant technology) to evade sight from enemy forces and sneak past their defences. (Name could be Ghost or Infiltrator)
  • A jetpack class that utilises technology (stolen from the Covenant) that allows them to attain a tactical advantage against enemy ground forces by the use of highly manoeuvrable jump jets. (Name could just be Jump Jet, I cant really think of one)

The Heavy is very cool indeed. So it would be of a similar design to the Mantis. Would it be a type of predecessor?

> > Vehicles:
> >
> > “Wolf” Tank: Insurgent tank. Appearance is a futuristic WWII-style tank. Main cannon fires in 3-round bursts. Can hold a pilot and gunner.
> > “Condor” VTOL: Appearance is similar to an Osprey mixed with a B-29 Superfortress. Equipped with a missile launcher for the pilot and has three gunners(Left, right, and tail).
> >
> > Of course, you’ll have your regular UNSC vehicles(Warthog, Mongoose, Mantis, Hornet, Grizzly(Because that is an awesome tank), and for one mission, a Vulture.)
>
> These concepts would be very promising. Imagine if you could do up some sketches of them. Would the Condor be roughly the size of a Longsword?

Im not great at drawing, but yeah, that would be the size.

> > Enemies:
> >
> > Grunt: Standard Innie soldier. Equipped with a MA5K carbine with Reflex sight.
> > Marksman: Medium range unit. Equipped with a M394 DMR.
> > Sniper: Longest-Ranged unit. Equipped with a B-37 Bolt-Action Sniper with laser sight.
> > Heavy: Equipped with a HMG-38 and in a suit of armor similar to concept art for the mantis. Can only be damaged by headshots or in the back. Killing the Heavy with a headshot will allow the player to enter the armor(Removes dead body, enters cockpit. First-person view and equipped with the HMG-38 and shoulder-mounted launcher)
> > More to come.
>
> The grunt, an original name that reminds you of the Covenant cannon fodder. Very good. Would certain grunts have alternate primary weapons that they could carry, like a Shotgun or MA3 AR? As in how different types of grunts (Covenant) can wield Needlers, Plasma Pistols, FRG, etc.
>
> I’m not sure about the Marksman and Sniper. They seem to be the same name, cause they are both of a long range type. I would suggest keeping the Sniper wielding the B-37 Sniper Rifle, and changing the name of the other to Vanguard or a specialty type (below) that still wields either the DMR or MA3.
> - A stealth class that utilises a light-bending camouflage technology (based on stolen Covenant technology) to evade sight from enemy forces and sneak past their defences. (Name could be Ghost or Infiltrator)
> - A jetpack class that utilises technology (stolen from the Covenant) that allows them to attain a tactical advantage against enemy ground forces by the use of highly manoeuvrable jump jets. (Name could just be Jump Jet, I cant really think of one)
>
> The Heavy is very cool indeed. So it would be of a similar design to the Mantis. Would it be a type of predecessor?

The Heavy’s armor would look like the this. And, yes, the Grunts would have different weapons, but I’m not sure which ones. The Ghost and Air Assault classes look cool. I’ll add them to the post.

> -Completing the game on legendary difficulty will unlock a “Helljumper” difficulty that removes: <mark>HUD</mark>, hit markers, aim assist.
>
> Equipment(<mark>Can be used once per life</mark>):

I wouldn’t remove the HUD, even for an extra difficulty setting. The Blind skull can do that anyway. The ‘Helljumper’ name is good though.

As for the use of equipment, does this mean equipment can only be used once until the mission ends/the player dies (and never can be picked-up again), or will it be similar to HALO 3 (you use it once, but can pick up another one afterwards).

I had a section on the weapons and attachments, and was half-way through it when the browser suddenly closed down and I lost it all. AHHHH. Anyway, I just couldn’t be bothered writing it from scratch. I will do it tomorrow.

> > -Completing the game on legendary difficulty will unlock a “Helljumper” difficulty that removes: <mark>HUD</mark>, hit markers, aim assist.
> >
> > Equipment(<mark>Can be used once per life</mark>):
>
> I wouldn’t remove the HUD, even for an extra difficulty setting. The Blind skull can do that anyway. The ‘Helljumper’ name is good though.
>
> As for the use of equipment, does this mean equipment can only be used once until the mission ends/the player dies (and never can be picked-up again), or will it be similar to HALO 3 (you use it once, but can pick up another one afterwards).

The equipment can be resupplied or changed in campaign, but will not be able to be resupplied in MP, unless you use an ammo cache(which also refills ordnace and ammo).