Infiltration/Stealth based gametypes.

When people ask what i s halo i think the better question is what isn’t Halo. Halo has a very wide variety of gametpyes modes and play styles that have been around since the start and others that have been massively improved by Forge.

But looking back on it now it seems like each Halo has had at least a bit of stealth in it. I don’t mean like in Halo 4’s camo camping i mean like 4 guys sneaking across the map and taking the flag or a player getting past enemy lines and just destroying everything. So i think it would be great if in Halo 5 both PVE and PVP type players should get a stealth like gametype. It seems Halo has everything else covered but stealth.

For Matchgmaking have a stealth based game type all about sneaking around and rewarding teams with getting into hostile territory with being spotted and kills without being detected. Its just an idea but MAybe call it Shadow Warriors or some other name. (list it if you wish.)

Now for players who like PVE based gamemodes give them something like in Rainbow 6 Vegas 2 when you are a four man team sent in to tactically assault an area. Unlike Firefight this won’t be where players must hold the line at any cost but takeover an area. With attacks ranging from Bases Covenant, Ancient Forerunner Outposts and Insurrectionist Encampments. One way that it would flow the best is by making it so players don’t feel overly powerful. Make them feel vulnerable and not a super Trooper. Maybe make players ODST or Spartan wearing SPI V2 armor maybe with better stealth capabilities than V1.

But for PVE lets just list Firefight, and this new gametpye under Spartan Ops or S Ops when elites return for Sangheili and Spartans. (Maybe even have elites be regular stealth elites with no shields.) BUt list them under Sops and have them be separate categories. Example

Resume Campaign
Main Menu-
Exit Game

Campaign
Infinity-
Waypoint
Marketplace

Wargames
Spartan Ops-
Forge
Theatre

Missions
Firefight
Infiltration

Just an idea. Good or Bad its not something that i decide.

Edit: Wouldn’t it be nice to have two different camos. Poor and Good in MP. This is the best way i think i can balance camo AA.

AA Camouflage-Make the Camo shorter and have poor camo. Yet make it so there isn’t a radar jammer so people don’t instantly know someone has camo right next to them. Also add in a sound definer field around the user that goes about a meter out. So when they fire their weapon no sounds comes out, they don’t have foots, they can assassinate/beatdown players and not make any noise. If possible make it so if you are in game chat an they are next to you your teammates can’t hear your voice. Same for the camo user. They can talk but they can’t hear their teammates.

Pickup Camo-Leave it how it was. Good camo while running but make it so that on the motion tracker they appear as a blue dot.

I wouldn’t mind a little more of me…
With a little joking aside, I wouldn’t mind a little more stealth, tho I some stealth based missions in campaign, spartan ops, and/or Fire Fight, don’t know how PvP based gametypes would work with stealth gameplay, but it would be fun if it did work out.

I had a gametype in Halo 4 called SPI Slayer. Basically everyone had poor camo on, with no shields, no radar and reduced melee damage.

Basically moving quickly got you killed, and the only melee kill that was really feasible was assassination, although that leaves you extremely vulnerable (Does anyone know if assassinating with camo on deactivates it?)

When HSC is over i might make some other gametypes using these settings. Maybe Dominion or CTF?

> I had a gametype in Halo 4 called SPI Slayer. Basically everyone had poor camo on, with no shields, no radar and reduced melee damage.
>
> Basically moving quickly got you killed, and the only melee kill that was really feasible was assassination, although that leaves you extremely vulnerable (Does anyone know if assassinating with camo on deactivates it?)
>
> When HSC is over i might make some other gametypes using these settings. Maybe Dominion or CTF?

In Customs i think it doesn’t but i know in MP it turns off and in Campaign it stays on but those are the gametypes i am talking about that i think Halo needs. Remember Dino Blasters in Reach or any other gametype in Action Sack. they were all crazy. We even had Chess. The closest thing to a stealth based gametype might be SWAT or Snipers which at times just turn into a camping fest or a stampede of people just being taken down by 1 guy. I feel they tried to influence stealth with those and it hasn’t really did its job.

But things like what you have made i feel are going in the right direction.

Stealth should be deeper but it should never be forced on the player.

> Stealth should be deeper but it should never be forced on the player.

I understand but with Gametypes like Ricochet when the goal is to fight through enemy positions and blow up their base i think things should be more evened out.

I’m not even a big fan of stealth but i feel Halo needs more of it and i came to the line of thought of "There needs to be more stealth in Halo when i saw people how down graded it has become.

Camo campers are terrible, and the new camoflage isn’t designed for up close stealth. It if you sneak up close to an enemy base they will know you are there because of all the dots and if you take away your cloak it will be just as if you just crouched into their base which makes camo up close useless.

I feel that if AA camo should return it should be how the Arbiter had it in halo 2. About 10 seconds of camo and a 15 second recharge. You can turn it off and on when ever you please. Without a radar jammer. If anything that should stay as an equipment. Fusing AA and equipment has so far not been good IMO. One thing that could be done is make the camo poor camo if it is an AA but make it good camo as a pick up but with the AA it has sound defying abilities so if someone is near you with camo you can’t hear anything like footsteps.

Probably at a same radius around the user so when they shoot the rounds are silent and when they beatdown or assassinate it too is silent. IF possible if someone is in that little bubble make it so they can’t speak to their teammates and if the user is in the bubble make it so they can’t hear their teammates. I think i will edit this into the OP.

With Halo’s large sandbox, Stealth should be an option most of the time. However, no
specific approach to an encounter should ever be forced on a player.

See, I’ve had an idea now for a while: Suppressed weapons.
Now, before you start yelling about stealing ideas from modern military shooters, ask yourself: How do I identify who is shooting at what from where in pretty much any Halo multiplayer? The answer is tracers. Whether it’s plasma, human, or forerunner, every weapon leaves at least a tiny trail or visible projectile that you can follow back to its source. Now, imagine if they didn’t have that. Stealth gameplay would be much more viable- Maybe throw in some reduced weapon noise and equip some active camo, and you’ve got Dishonored: Space Marine Edition.

> See, I’ve had an idea now for a while: Suppressed weapons.
> Now, before you start yelling about stealing ideas from modern military shooters, ask yourself: How do I identify who is shooting at what from where in pretty much any Halo multiplayer? The answer is tracers. Whether it’s plasma, human, or forerunner, every weapon leaves at least a tiny trail or visible projectile that you can follow back to its source. Now, imagine if they didn’t have that. Stealth gameplay would be much more viable- Maybe throw in some reduced weapon noise and equip some active camo, and you’ve got Dishonored: Space Marine Edition.

Interesting idea with proper tweaking it could work but the only issue i have with it is people mistaking it with lag or any other form of interference. I think i would be pretty upset if i’m sniping and i don’t hear or see anything yet i’m dying. It might take awhile to get used to but a weapon like that seems like it would be long in the power weapons slot, maybe even have low damage to allow players a chance to fight back.