lets live in hope and post ideas here that we would want in a sequel to halo wars(that will probably never happen
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when you select a group of units, you can scroll through the unit types using the right trigger. so why not give multiple abilities to units, so when you select that unit type on itâs own, you can use the right trigger to scroll through different abilities.
for example; you select the prophet, he has 3 abilities, cleansing beam, gravity barrier(to block or trap units) and emergency teleport. you use the right trigger to scroll through the abilities and select which one you want to use. just thought it would add more variety to the units.
> when you select a group of units, you can scroll through the unit types using the right trigger. so why not give multiple abilities to units, so when you select that unit type on itâs own, you can use the right trigger to scroll through different abilities.
>
> for example; you select the prophet, he has 3 abilities, cleansing beam, gravity barrier(to block or trap units) and emergency teleport. you use the right trigger to scroll through the abilities and select which one you want to use. just thought it would add more variety to the units.
thereâs not really room for more abilities. when you have a unit selected, all the buttons have an important purpose.
X is the general command,
Y is special
A is select a different unit
B is deselect
You canât really get rid of any of those, nor the bumpers or triggers.
> > when you select a group of units, you can scroll through the unit types using the right trigger. so why not give multiple abilities to units, so when you select that unit type on itâs own, you can use the right trigger to scroll through different abilities.
> >
> > for example; you select the prophet, he has 3 abilities, cleansing beam, gravity barrier(to block or trap units) and emergency teleport. you use the right trigger to scroll through the abilities and select which one you want to use. just thought it would add more variety to the units.
>
> thereâs not really room for more abilities. when you have a unit selected, all the buttons have an important purpose.
>
> X is the general command,
> Y is special
> A is select a different unit
> B is deselect
>
> You canât really get rid of any of those, nor the bumpers or triggers.
donât need any of the buttons just scroll through them and then leave the ability you want to use highlighted. it would need a group feature to work properly though and the isnât any space for that.
I think it would be too slow to scroll those abilities. Usually abilities are required quickly in the middle of combat. O.o I think good controls + simplicity was the key why Halo Wars was so successful.
Anyway, I would like to see ideas about game mechanics. How about units? Supply production (different kind of materials)? Base building (free, slots etc)?
> I think it would be too slow to scroll those abilities. Usually abilities are required quickly in the middle of combat. O.o I think good controls + simplicity was the key why Halo Wars was so successful.
>
>
> Anyway, I would like to see ideas about game mechanics. How about units? Supply production (different kind of materials)? Base building (free, slots etc)?
Combinations of buttons to do different abilities would work the best most likely.
I want them to be BXR
As an ode to Halo 2!!!
RPG
I hate it when you do this
now I gotta find all my ideas
Now, A lot of people want the halo wars from the demo and I can agree with this but what if we took it to the next step.
Id like to see every little aspect from the demo.
Here is the layout
Command center/Porter
The Command center/Porter is the main location. By clicking on this you can create Work men/Lifters (Working grunts). These are the weakest fighters you can make and are only good for setting up short time defense. The Command center/Porter Also lets you build buildings, roads (Lets heavy units travel faster)or walls with in a certain area. Command post can only be built where there are markers. Command center/Porter can create small amounts of supply. (Does not need power to work)
Supply Pad/Warehouse
These can be built from the Command center/Porter to create supplyâs. This is the currency for the game and is needed to buy anything. (Does not need power to work)
Power yard/Static court
This is used to gain something called power. âPowerâ Is needed to run most buildings in the Command center/Porter area. Its not a cheap thing to build but it is extremely handy. With this you can build âPower lines/Pulse Recordersâ. These are used to connect the âPower yard/Static courtâ to the âCommand center/Porterâ which will send power to all buildings in the area. âPower lines/Pulse Recordersâ can be built outside the Build area of a âCommand center/Porterâ. Because of this you really only need one (Note:its a bad idea because then if it goes out you could get screwed)
Reactor/Chapel
With this you can earn âTechâ. Tech is needed to upgrade and build certain things. Note: while you may only have it in one base area tech is used in general. So you dont need it for every base. (Does not need power)
Silo/Missionary
This allows you to use/upgrade your leader powers or spawn leader exclusive units. (the covenant use hero leaders that fight on the field while the unsc leaders just use leader powers)(Does need power)
Barracks/Hall
Needed to make infantry and upgrade them. (Does not need power. How ever does need power to upgrade)
Airpad/Summit
Needed to make air units and upgrade them. (Needs power)
Vehicle depot/Factory
Need to make vehicles and upgrade them. (Needs power)
Wall/Shield Generator
These are the only 2 buildings that are completely different from their faction counterpart. SO Ill Im gonna split the 2 up.
UNSC:Walls
Walls are used to keep stuff out. Naturally thats what these do. They even keep your team mates out of your base. The walls are built in segments. This means if one goes down you still got a wall. You do need walls to build defense turrets. Walls also need power for those turrets to work. You can build gates out of the wall which opens and closes when you ask it to. Last note its a wall so things can fly over it.
Pros
-If one piece the you still have a wall.
-Blocks all land things out.
-doesnât need power to stay up.
Cons
-Needs power for working turrets
-Flying units can get past with little trouble
-Walls keep all things out INCLUDING allies
Covenant: Shield Generator
This unlike the wall which you must build covers the entire build area its in with a large shield. You can put multiple Shield Generators up to make it stronger. It only keeps enemyâs out letting allies pass threw. It does not allow flying units in unlike the wall but if it goes down it goes down. There is no under layer shield to fix it. Unlike the wall that fixes the turrets into the wall a shield generator can spawn a turret out side the build radius but only for a slightly larger radius.
Pros
-protects from air units much better
-any thing thats a alie can get pass
-turrets can get a slightly better look.
Cons
- It goes down and you got nothing
- The turrets are far more vulnerable.
- The shield is a very large target that if you missed would be even worse then missing a barn.
Stealth Seraph : (Replacement for vampire)
Attack pelicans (A flying baracks)
Mammoth (A elephant that was built for vilant ice winds. It has thick armor to transport troops)
The Mantis :A replacement for the Locust and it walks on 2 legs
Better upgrade mechanics Like A upgrade wheel
Exsample:
There are 2 normal upgrades for a spartan 1 is That chip letting him highjack faster. then theres level 2 weapons
Then there are weapon changed that let them change what there best at killing. This is where the wheel of upgrades come in.
Weapon Level one weapon level 2
SMG(Large Infantry)-------------------------------Machine gun turret (Better Large Infantry)
DMR (small Infantry)-------------------------------Sniper Rifle (better small Infantry)
Rocket launcher (Small vehicle)------------------Spartan laser (Large vehicles and Flying units)
and
Well if flood were made playable heres how I see it
they would have 3 leaders
Gravemind:normal flood
Proto-Gravemind Jacob Keyes:Unsc variant flood
Proto-Gravemind Regret:Covenant variant flood
Each leader unlike other faction leaders almost completely change the units used
Ill go into full detail about this
Standards
Flood doesnât use tech. But instead Mind level. Each time you make a new base you gain a mind level making it a necessity for flood players to gain bases to make upgrades.
Supplyâs are also different. See, Instead of having supply pads the main base produces supplyâs. And each time a new base goes up the amount of supplys made by each base is Increased. All flood scout units are infection forms.
Leader differences
Gravemind
The grave mind produces normal flood units and turrets. His base is the weakist in health but the turrets destroy most units. He does not use vehicles. His power Is called âStormâ which allows you to shoot spore several spore clouds into a area.
Turrets
Flood tentacle:anti ground turret. large health and does large damage
Spore shoot:Shoots Spore clouds at attackers infecting them in seconds if not treated carefully. high damage but very little health.
Buildings
Tomb:A hole from under ground that produces ground units
Crater:A marge rock like building that produces air units
Relic:Allows for turret, population, and power upgrades
Units
Tomb
Carrier Form
Flood Thrasher Form:Unlike other flood thrashers this one has the ability to Bash which will instantly infect the unit it attacks
Crater
Flood Swarm
Flood Bomber
Proto-Gravemind Jacob Keyes
His buildings can last a little longer then the grave minds. His units also have more health and do more damage. His main down side is he unlike the rest of the flood leaders cant produce infection forms but instead uses carrier forms as a scout. His turrets also do horrible damage. His power is âCometâ which sends down flood marines to fight
turrets
Unsc turrets:same upgrades but shoot slower
Buildings
Barracks:produces infantry
Vehicle bay:makes vehicles
Air pad:makes air units
Relic
Units
Barracks
Flood marines
flood flamers
Flood Thrasher Form:Unlike other flood thrashers this one has the ability to âGripâ which paralyzes the unit its attacking for a short amount of time.
Vehicle bay
Savage hog:infected warthog
Broke Scorpion:infected scorpion
Airpad
Hived hornet:infected hornet
Proto-Gravemind Regret
While his base has weak health it can produce shields. his units do weak damage but normal health. His power is "Heresy which burys all his units for a short time. they cant be attacked while in this nor seen butt they can move freely but not attack.
Turrets:covie turrets with same upgrades but shoot slower
Buildings
Hall:Makes infantry
Factory:makes vehicles
Summit:makes air units
Shield generator
Relic
Units
Flood grunts:Infected grunts with ether a infected brute of elite as leader
Flood jackals
Flood Thrasher Form:Unlike other flood thrashers this one has the ability to âDetonateâ Which makes it blow up in a huge plasma explosion
Ill post more later but I just wana know what you think so far
Really nice ideas buddy, throw some concept art and you could really convince people
Iâm thinking Far better turrets,
3 standard types of turrets:
Anti-Infantry:
the anti-infantry turret by diffault is equipped with a long range flamethrower, it excels with any Infantry threat, but cannot hold itâs own against any other type of unit
-Upgrade to lvl 2:
Level 2 adds a set of dual auto cannons to let the turret stand longer against non-infantry units, along with some additional health
-Upgrade to lvl 3:
Level 3 should add a flash-bang launcher to the turret, along with a damage buff to the autocannons, and extra health
Anti-Air:
The AA turret is a mounted Minigun that does well against both infantry and Aircraft
-Upgrade to lvl 2:
Level 2 ads a pair of SAM launchers to the turret, no health or damage buff though
-Upgrade to lvl 3:
Level 3 simply gives the turret more health and damage
Anti-armor:
the anti turret has a powerful cannon that fires rounds similar to that of the cobra, but much less powerful, it works well with destroying vehicles, it can fire at infantry, a single shot from the turret can kill any single soldier, but it is extremely inaccurate, and it cannot fire upon aircraft
-Upgrade to lvl 2:
Level 2 adds a second cannon to the turret, along with a health buff
-Upgrade to lvl 3:
Level three adds dual Machine guns to the side of the turret, allowing it to fire on aircraft, and giving it more chance against infantry
ehh
Some sort of âpracticeâ mode where you can rewind the game. that way you could wouldnt have to keep restarting the game to test things like builds, taking hooks etc
Definitely needs a theater mode to watch and save your multiplayer matches. Players could analyze why they lost games and improve from their mistakes.