invasionfight

I just had a wicked moment of insight, I do not play Invasion almost ever because of the lame spawning locations, and general team boosting. But I had a thought of an Invasion Firefight gametype. Imagine one team is human, one elite like invasion, but there is no objective, it would be like BTB Invasion Slayer. With the exception that it being a firefight map, both sides would require to get more ammo from ammo crates, and like firefight limited each would have limited lives, the last team standing wins the game. Assassinations would be very hard to do, and as a bonus near the end of the game maybe each side could have a drop off of AI support units, like cannon fodder. The way arcade has the bonus round for the grunts, humans would have ODST’s that actually helped (unlike Installation 04), and elites would have varied units coming in from dropships, some with vehicles. Both sides would have the option of swapping weapons, so you could give a grunt a rocket launcher you took from the other team.

This idea came to me while messing around with offline firefight putting myself on the covenant side and killing grunts then getting betrayed in turn, and wishing Invasion wasn’t complete garbage.

What are your thoughts?

It sounds like an altered, revamped, and much better Firefight Versus.

I approve the hell out of this!

When I first read the title of your thread, I thought of something slightly different. It would still be invasion, with the three phases with objectives, but each side would have AI.

Elites have transporter pods (or something similar) that they could activate which would release AI (8 grunts, 6 jackals/skirmishers, 4 brutes, or 2 hunters per pod). The pods would have a “cooldown” time between releases that varied based on the type of enemy released. So a hunter pod would have, say, a 2 minute cooldown, while grunts would be ready after 30 seconds. Elites would still have to be the ones capturing objectives, but having AI backup would give them a lot more options.

Spartans could have 4 ODSTs for backup, and they get “hot-dropped” at the start of each phase.

Naturally, time to capture objectives and time to complete each phase would have to be altered for balance, but it would feel a lot more like an actual invasion this way.

It took a long time for me to fall asleep last night as I was thinking over the details. I imagined it, or one map, taking place in boneyard, with different spawn points - spartans at the back and elites to the cliffs, instead of spartans in the middle where the standard ‘defend this position from being captured’ is.

Keep spawning points as far away as possible to make sure each side has time to get to the middle to engage each other. I would prefer a ground based fight, no tanks or banshees to dominate, and with AI drop offs betrayals would be too easy. Machine gun hogs and ghosts was my original thought, as was introducing the firefight drop offs about 5 minutes in.

I imagined a 20 minute game, no kill limit, objective based but no power core like in Invasion. If possible have a 20 minute game as both sides battle it out, team with highest score wins, don’t know if you could have a game type where killing non AI would add to your Invasion medals and competitive commendations while killing AI’s contribute to firefight commendations and medals.

Armour Abilities I’m not sure about, I’d prefer Indestructible vehicles but shots on them would kill their occupants as if you were in a banshee, I realize this is more like combat evolved where you kill someone in a hog or tank without blowing up the vehicle. This is stemmed from me wanting to keep armour lock out of the game to keep abuse of it down. Input on AA’s please. Elite abilities I think should include Evade, Hologram, JetPack, Drop Shield though maybe limit that to Spartans only, Drop Shield or Armour Lock, and Camo. Humans would use Drop Shield instead of Evade.

As far as weapons go, I would make default loadouts as Assault Rifle/Pistol, and Plasma Rifle/Plasma Pistol. Aiming for balance as the game starts, with precision weapons closer to the middle ground, heavy weapons out of sight and not in loadouts and in more than one location.

The transporter pods sound better than drop ships, each side would also not just be cannon fodder with weapon swap available, heavy weapons or sniper types (sniper rifle/ focus rifle) not spawn with AI.

It would have to be an Invasion map though, Assassinations during the chaos would be difficult and well rewarded. Ideally the AI’s would respond with Legendary behaviour - faster shooting from Grunts, more aggressive ODST’s, adding skulls to enhance the AI would be great as well. To keep them from being useless, Tough Luck, Catch could beef them up. Input on Skull ideas.

This is different from my original idea, so post what you think and what you would add!

Thinking more on the idea, and going through forge editing on invasion slayer boneyard I find things are more complicated than I thought. My idea to have an invasion/firefight game is made up of 2 ideas. One being firefight versus: the option having limited ammo and limited lives, backed up by odst and covenant AI’s, last man or last team standing wins. And two: Invasion Firefight: Invasion Slayer +/- objective zone capturing while being backed up by either odst or covenant troops. The core idea for the latter was to have a slayer gametype with AI backup for extra points and added difficulty, but to also have no kill limit. 20 minutes of carnage, the team with the highest points wins. This has complications though as team members may try to kill the AI’s instead for added points. I’m also guessing that skulls can’t be active in a multiplayer game and that it’s only a firefight option.

One of the strong points coming from the firefight portion is that players on either team may be killed by the AI’s. With heavy weapons not in plain sight, starting out with balanced loadouts on either side and having the backup, I imagine the fighting would be pretty hectik.